Firin ma lazer
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@ -611,7 +611,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "\n");
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140, binding = 0) uniform PSBlock {\n");
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WRITE(p, "layout(std140, binding = 4) uniform PSBlock {\n");
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WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS));
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@ -217,7 +217,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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// uniforms
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140, binding = 1) uniform VSBlock {\n");
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WRITE(p, "layout(std140, binding = 5) uniform VSBlock {\n");
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WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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@ -94,7 +94,15 @@ namespace OGL
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glLinkProgram(entry.program.glprogid);
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glUseProgram(entry.program.glprogid);
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GLint Info = -1;
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GLuint Indice = 1;
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//glGetIntegeri_v(GL_UNIFORM_BLOCK_DATA_SIZE, 4, &Info);
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//glGetIntegerv(GL_UNIFORM_BLOCK_DATA_SIZE, &Info);
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glGetActiveUniformsiv(entry.program.glprogid, 1, &Indice,
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GL_UNIFORM_SIZE, &Info);
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printf("Minimum size: %d\n", Info);
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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@ -132,7 +140,8 @@ namespace OGL
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[Buffer]);
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// glBufferSubData expects data in bytes, so multiply count by four
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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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glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4, (void*)&f[0]);
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glBufferSubData(GL_UNIFORM_BUFFER_EXT, offset * 4 * 4, count * 4 * 4, f);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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@ -151,14 +160,15 @@ namespace OGL
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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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// Then once more to get bytes
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glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
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glBufferData(GL_UNIFORM_BUFFER, 1024 *1024 *1024, NULL, GL_DYNAMIC_DRAW);
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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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glBindBufferBase(GL_UNIFORM_BUFFER, 0, UBOBuffers[0]);
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glBindBufferRange(GL_UNIFORM_BUFFER, 4, UBOBuffers[0], 0, (C_PENVCONST_END * 4 * 4) - (C_PENVCONST_END * 4 * 4 % 256) + 256);
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// Repeat for VS shader
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
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glBufferData(GL_UNIFORM_BUFFER, C_VENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[1]);
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glBufferData(GL_UNIFORM_BUFFER, 1024*1024*1024, NULL, GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_UNIFORM_BUFFER, 5, UBOBuffers[1], 0, (C_VENVCONST_END * 4 * 4) - (C_VENVCONST_END * 4 * 4 % 256) + 256);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void ProgramShaderCache::Shutdown(void)
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{
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