have separate variables/functions for VS/PS ubo stuff, array was confusing.
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fbef258dab
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031c523fba
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@ -522,12 +522,12 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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{
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float f[4] = { f1, f2, f3, f4 };
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float const f[4] = {f1, f2, f3, f4};
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
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return;
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return;
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}
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}
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for (unsigned int a = 0; a < 10; ++a)
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for (unsigned int a = 0; a < 10; ++a)
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{
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{
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@ -544,8 +544,8 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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{
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
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return;
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return;
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}
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}
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for (unsigned int a = 0; a < 10; ++a)
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for (unsigned int a = 0; a < 10; ++a)
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{
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{
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@ -562,8 +562,8 @@ void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, co
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{
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
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return;
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return;
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}
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}
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for (unsigned int a = 0; a < 10; ++a)
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for (unsigned int a = 0; a < 10; ++a)
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{
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{
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@ -23,7 +23,8 @@ namespace OGL
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{
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{
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GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
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GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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GLuint ProgramShaderCache::UBOBuffers[2];
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GLuint ProgramShaderCache::s_ps_ubo;
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GLuint ProgramShaderCache::s_vs_ubo;
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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const char *UniformNames[NUM_UNIFORMS] = {
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@ -138,22 +139,21 @@ namespace OGL
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CurrentShaderProgram = ShaderPair;
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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CurrentProgram = entry.program.glprogid;
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}
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}
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void ProgramShaderCache::SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count)
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{
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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assert(Buffer > 1);
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static int _Buffer = -1;
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if(_Buffer != Buffer)
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{
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{
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_Buffer = Buffer;
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[_Buffer]);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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}
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// Query for the offsets of each block variable
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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// glBufferSubData expects data in bytes, so multiply count by four
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{
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// Expects the offset in bytes as well, so multiply by *4 *4 since we are passing in a vec4 location
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4 * 4, f);
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glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLint ProgramShaderCache::GetAttr(int num)
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GLint ProgramShaderCache::GetAttr(int num)
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@ -173,32 +173,35 @@ namespace OGL
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{
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{
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GLint Align;
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GLint Align;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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glGenBuffers(2, UBOBuffers);
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[0]);
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// We multiply by *4*4 because we need to get down to basic machine units.
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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// Then once more to get bytes
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &s_ps_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &s_vs_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Now bind the buffer to the index point
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// Now bind the buffer to the index point
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// We know PS is 0 since we have it statically set in the shader
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// We know PS is 0 since we have it statically set in the shader
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[0]);
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// Repeat for VS shader
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// Repeat for VS shader
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, s_ps_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, s_vs_ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
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}
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}
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}
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}
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void ProgramShaderCache::Shutdown(void)
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void ProgramShaderCache::Shutdown(void)
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{
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{
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PCache::iterator iter = pshaders.begin();
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); iter++)
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for (; iter != pshaders.end(); ++iter)
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iter->second.Destroy();
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iter->second.Destroy();
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pshaders.clear();
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pshaders.clear();
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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glDeleteBuffers(2, UBOBuffers);
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glDeleteBuffers(1, &s_ps_ubo);
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glDeleteBuffers(1, &s_ps_ubo);
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}
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}
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}
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}
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@ -95,14 +95,15 @@ class ProgramShaderCache
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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// For UBOS
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static GLuint s_ps_ubo, s_vs_ubo;
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static GLuint UBOBuffers[2]; // PS is 0, VS is 1
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public:
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public:
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static PROGRAMSHADER GetShaderProgram(void);
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static PROGRAMSHADER GetShaderProgram(void);
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static GLint GetAttr(int num);
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static GLint GetAttr(int num);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static GLuint GetCurrentProgram(void);
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static GLuint GetCurrentProgram(void);
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static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
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static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void Init(void);
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static void Init(void);
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static void Shutdown(void);
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static void Shutdown(void);
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@ -240,14 +240,11 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
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}
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}
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void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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{
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float buf[4];
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float const buf[4] = {f1, f2, f3, f4};
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buf[0] = f1;
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buf[1] = f2;
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buf[2] = f3;
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buf[3] = f4;
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, 1);
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return;
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return;
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}
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}
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for( unsigned int a = 0; a < 9; ++a)
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for( unsigned int a = 0; a < 9; ++a)
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@ -265,7 +262,7 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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{
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, f);
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ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, 1);
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return;
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return;
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}
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}
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for( unsigned int a = 0; a < 9; ++a)
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for( unsigned int a = 0; a < 9; ++a)
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@ -283,7 +280,7 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
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{
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, f, count);
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ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count);
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return;
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return;
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}
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}
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for( unsigned int a = 0; a < 9; ++a)
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for( unsigned int a = 0; a < 9; ++a)
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@ -309,7 +306,7 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
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}
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, buf, count);
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ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, count);
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return;
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return;
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}
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}
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for( unsigned int a = 0; a < 9; ++a)
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for( unsigned int a = 0; a < 9; ++a)
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