Firin ma lazer

This commit is contained in:
Ryan Houdek 2011-12-10 01:56:37 -06:00
parent 54a90d08ce
commit 126dfa073b
3 changed files with 18 additions and 8 deletions

View File

@ -611,7 +611,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "\n"); WRITE(p, "\n");
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140, binding = 0) uniform PSBlock {\n"); WRITE(p, "layout(std140, binding = 4) uniform PSBlock {\n");
WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS)); WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS)); WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS));

View File

@ -217,7 +217,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// uniforms // uniforms
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140, binding = 1) uniform VSBlock {\n"); WRITE(p, "layout(std140, binding = 5) uniform VSBlock {\n");
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX)); WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION)); WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));

View File

@ -95,6 +95,14 @@ namespace OGL
glUseProgram(entry.program.glprogid); glUseProgram(entry.program.glprogid);
GLint Info = -1;
GLuint Indice = 1;
//glGetIntegeri_v(GL_UNIFORM_BLOCK_DATA_SIZE, 4, &Info);
//glGetIntegerv(GL_UNIFORM_BLOCK_DATA_SIZE, &Info);
glGetActiveUniformsiv(entry.program.glprogid, 1, &Indice,
GL_UNIFORM_SIZE, &Info);
printf("Minimum size: %d\n", Info);
// We cache our uniform locations for now // We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30 // Once we move up to a newer version of GLSL, ~1.30
// We can remove this // We can remove this
@ -132,7 +140,8 @@ namespace OGL
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[Buffer]); glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[Buffer]);
// glBufferSubData expects data in bytes, so multiply count by four // glBufferSubData expects data in bytes, so multiply count by four
// Expects the offset in bytes as well, so multiply by *4 *4 since we are passing in a vec4 location // Expects the offset in bytes as well, so multiply by *4 *4 since we are passing in a vec4 location
glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4, (void*)&f[0]); glBufferSubData(GL_UNIFORM_BUFFER_EXT, offset * 4 * 4, count * 4 * 4, f);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
} }
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; } GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
@ -151,14 +160,15 @@ namespace OGL
// We multiply by *4*4 because we need to get down to basic machine units. // We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s // So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes // Then once more to get bytes
glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW); glBufferData(GL_UNIFORM_BUFFER, 1024 *1024 *1024, NULL, GL_DYNAMIC_DRAW);
// Now bind the buffer to the index point // Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader // We know PS is 0 since we have it statically set in the shader
glBindBufferBase(GL_UNIFORM_BUFFER, 0, UBOBuffers[0]); glBindBufferRange(GL_UNIFORM_BUFFER, 4, UBOBuffers[0], 0, (C_PENVCONST_END * 4 * 4) - (C_PENVCONST_END * 4 * 4 % 256) + 256);
// Repeat for VS shader // Repeat for VS shader
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]); glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
glBufferData(GL_UNIFORM_BUFFER, C_VENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW); glBufferData(GL_UNIFORM_BUFFER, 1024*1024*1024, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[1]); glBindBufferRange(GL_UNIFORM_BUFFER, 5, UBOBuffers[1], 0, (C_VENVCONST_END * 4 * 4) - (C_VENVCONST_END * 4 * 4 % 256) + 256);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
} }
void ProgramShaderCache::Shutdown(void) void ProgramShaderCache::Shutdown(void)
{ {