Add in UBOs, doesn't work yet. Still debugging here.
This commit is contained in:
parent
5f0f26ef35
commit
4a84c6f742
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@ -619,21 +619,24 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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WRITE(p, "\n");
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WRITE(p, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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WRITE(p, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
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}
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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, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
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// Compiler will optimize these out by itself.
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WRITE(p, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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if(ApiType != API_GLSL)
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{
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@ -85,7 +85,7 @@ void PixelShaderManager::Shutdown()
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void PixelShaderManager::SetConstants()
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{
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if (g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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Dirty();
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for (int i = 0; i < 2; ++i)
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{
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@ -214,16 +214,23 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// uniforms
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WRITE(p, "%suniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType, C_POSNORMALMATRIX), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%suniform float4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType, C_PROJECTION), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%suniform float4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType, C_MATERIALS), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%suniform float4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType, C_LIGHTS), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%suniform float4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType, C_TEXMATRICES), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%suniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_TRANSFORMMATRICES), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType, C_NORMALMATRICES), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%suniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_POSTTRANSFORMMATRICES), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType, C_DEPTHPARAMS), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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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, "%suniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType, C_POSNORMALMATRIX), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%suniform float4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType, C_PROJECTION), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%suniform float4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType, C_MATERIALS), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%suniform float4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType, C_LIGHTS), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%suniform float4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType, C_TEXMATRICES), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%suniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_TRANSFORMMATRICES), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType, C_NORMALMATRICES), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%suniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_POSTTRANSFORMMATRICES), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType, C_DEPTHPARAMS), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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p = GenerateVSOutputStruct(p, components, ApiType);
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@ -46,7 +46,7 @@
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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{I_PROJECTION , C_PROJECTION, 4 },
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{I_MATERIALS, C_MATERIALS, 4 },
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@ -184,7 +184,7 @@ void VertexShaderManager::Dirty()
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (g_ActiveConfig.bUseGLSL)
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if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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Dirty();
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if (nTransformMatricesChanged[0] >= 0)
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{
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@ -163,9 +163,11 @@ struct VideoConfig
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bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
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bool bSupportsFormatReinterpretation;
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bool bSupportsPixelLighting;
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bool bSupportsGLSL;
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bool bSupportsGLSLBinding;
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bool bSupportsGLSLLocation;
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bool bSupportsGLSLUBO;
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} backend_info;
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};
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@ -82,8 +82,13 @@ void PixelShaderCache::Init()
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_Config.backend_info.bSupportsGLSLBinding = true;
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// This bit doesn't quite work yet, always set to false
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// TODO: Probably just drop this entirely in favour of UBOS
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//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
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g_Config.backend_info.bSupportsGLSLLocation = false;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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g_Config.backend_info.bSupportsGLSLUBO = true;
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UpdateActiveConfig();
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}
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else
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@ -466,11 +471,11 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return;
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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if(!strcmp(name, UniformNames[a]))
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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if (!strcmp(name, UniformNames[a]))
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{
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if(tmp.UniformLocations[a] == -1)
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return;
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@ -484,8 +489,8 @@ void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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if(!strcmp(name, UniformNames[a]))
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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if (!strcmp(name, UniformNames[a]))
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{
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if(tmp.UniformLocations[a] == -1)
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return;
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@ -500,14 +505,19 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
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{
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float f[4] = { f1, f2, f3, f4 };
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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@ -518,14 +528,19 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
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void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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@ -536,14 +551,19 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, count, f);
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return;
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}
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for( unsigned int a = 0; a < 10; ++a)
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
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@ -14,12 +14,15 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "ProgramShaderCache.h"
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#include <assert.h>
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namespace OGL
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{
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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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GLuint ProgramShaderCache::UBOBuffers[2];
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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@ -85,12 +88,14 @@ namespace OGL
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// Let's attach everything
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if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
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glAttachShader(entry.program.glprogid, entry.program.vsid);
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glLinkProgram(entry.program.glprogid);
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//checkForGLError("linking program");
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glUseProgram(entry.program.glprogid);
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//checkForGLError("using program");
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glUseProgram(entry.program.glprogid);
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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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@ -122,18 +127,40 @@ namespace OGL
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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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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assert(Buffer > 1);
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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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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLint ProgramShaderCache::GetAttr(int num)
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{
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return pshaders[CurrentShaderProgram].program.attrLoc[num];
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}
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram()
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram].program;
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}
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void ProgramShaderCache::Init(void)
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{
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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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// 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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// 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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// 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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}
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void ProgramShaderCache::Shutdown(void)
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{
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PCache::iterator iter = pshaders.begin();
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@ -94,11 +94,17 @@ class ProgramShaderCache
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static PCache pshaders;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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// For UBOS
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static GLuint UBOBuffers[2]; // PS is 0, VS is 1
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public:
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static PROGRAMSHADER GetShaderProgram();
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static PROGRAMSHADER GetShaderProgram(void);
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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 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 Init(void);
|
||||
static void Shutdown(void);
|
||||
|
||||
};
|
||||
|
|
|
@ -231,7 +231,8 @@ void VertexManager::vFlush()
|
|||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
PixelShaderManager::SetConstants(); // Need to set these again
|
||||
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
for (int i = 0; i < 8; i++)
|
||||
|
|
|
@ -252,6 +252,11 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
|||
glUniform4fv(const_number, 1, buf);
|
||||
return;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetUniformObjects(1, const_number, buf);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
|
@ -270,6 +275,11 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
|||
glUniform4fv(const_number, 1, f);
|
||||
return;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetUniformObjects(1, const_number, f);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
|
@ -288,6 +298,11 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
|
|||
glUniform4fv(const_number, count, f);
|
||||
return;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetUniformObjects(1, const_number, f, count);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
|
@ -314,6 +329,11 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
|
|||
glUniform4fv(const_number, count, buf);
|
||||
return;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetUniformObjects(1, const_number, buf, count);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
|
|
|
@ -83,6 +83,7 @@ Make AA apply instantly during gameplay if possible
|
|||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderCache.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "CommandProcessor.h"
|
||||
#include "PixelEngine.h"
|
||||
#include "TextureConverter.h"
|
||||
|
@ -200,6 +201,7 @@ void VideoBackend::Video_Prepare()
|
|||
VertexShaderManager::Init();
|
||||
PixelShaderCache::Init();
|
||||
PixelShaderManager::Init();
|
||||
ProgramShaderCache::Init();
|
||||
PostProcessing::Init();
|
||||
GL_REPORT_ERRORD();
|
||||
VertexLoaderManager::Init();
|
||||
|
@ -227,6 +229,7 @@ void VideoBackend::Shutdown()
|
|||
// And need to be called from the video thread
|
||||
TextureConverter::Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
ProgramShaderCache::Shutdown();
|
||||
VertexShaderCache::Shutdown();
|
||||
VertexShaderManager::Shutdown();
|
||||
PixelShaderManager::Shutdown();
|
||||
|
|
Loading…
Reference in New Issue