GPU/HW: Support OpenGL ES

This commit is contained in:
Connor McLaughlin
2019-11-06 01:33:09 +10:00
parent b28610e30b
commit ff8cef4da3
5 changed files with 97 additions and 54 deletions

View File

@ -240,7 +240,7 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
{"ATTR", 3, DXGI_FORMAT_R32_SINT, 0, offsetof(BatchVertex, texpage), D3D11_INPUT_PER_VERTEX_DATA, 0}}};
// we need a vertex shader...
GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::API::D3D11, m_resolution_scale, m_true_color);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color);
ComPtr<ID3DBlob> vs_bytecode = D3D11::ShaderCompiler::CompileShader(
D3D11::ShaderCompiler::Type::Vertex, m_device->GetFeatureLevel(), shadergen.GenerateBatchVertexShader(true), false);
if (!vs_bytecode)
@ -318,7 +318,7 @@ bool GPU_HW_D3D11::CreateStateObjects()
bool GPU_HW_D3D11::CompileShaders()
{
const bool debug = false;
GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::API::D3D11, m_resolution_scale, m_true_color);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color);
m_screen_quad_vertex_shader = D3D11::ShaderCompiler::CompileAndCreateVertexShader(
m_device.Get(), shadergen.GenerateScreenQuadVertexShader(), debug);