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gl_rasterizer: Define enum types for each vertex texcoord attribute.
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@ -61,12 +61,12 @@ void RasterizerOpenGL::InitObjects() {
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glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 0);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 1);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 2);
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
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SetShader();
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@ -68,9 +68,9 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_POSITION, "vert_position");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_COLOR, "vert_color");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORDS + 0, "vert_texcoord0");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORDS + 1, "vert_texcoord1");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORDS + 2, "vert_texcoord2");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD0, "vert_texcoord0");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD1, "vert_texcoord1");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD2, "vert_texcoord2");
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glLinkProgram(program_id);
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@ -9,9 +9,11 @@
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namespace GLShader {
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enum Attributes {
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ATTRIBUTE_POSITION = 0,
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ATTRIBUTE_COLOR = 1,
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ATTRIBUTE_TEXCOORDS = 2,
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ATTRIBUTE_POSITION,
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ATTRIBUTE_COLOR,
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ATTRIBUTE_TEXCOORD0,
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ATTRIBUTE_TEXCOORD1,
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ATTRIBUTE_TEXCOORD2,
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};
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/**
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