OpenGL: drop UBO-workaround usage for efb2ram shaders
It's just brainfuck to use this workaroung there. Just fetch the uniform location like all other util shaders.
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01351795f0
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@ -108,15 +108,14 @@ void SHADER::SetProgramVariables()
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}
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}
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// UBO workaround
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// UBO workaround
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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UniformSize[a] = 0;
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if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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break;
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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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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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UniformSize[a] = 0;
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}
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int max_uniforms = 0;
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int max_uniforms = 0;
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char name[50];
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char name[50];
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int size;
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int size;
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@ -40,6 +40,7 @@ static SHADER s_yuyvToRgbProgram;
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// Not all slots are taken - but who cares.
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
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static GLuint s_PBO = 0; // for readback with different strides
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static GLuint s_PBO = 0; // for readback with different strides
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@ -156,6 +157,8 @@ SHADER &GetOrCreateEncodingShader(u32 format)
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"}\n";
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"}\n";
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ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
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s_encodingUniforms[format] = glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
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}
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}
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return s_encodingPrograms[format];
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return s_encodingPrograms[format];
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}
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}
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@ -312,7 +315,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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s32 expandedHeight = (height + blkH) & (~blkH);
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s32 expandedHeight = (height + blkH) & (~blkH);
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texconv_shader.Bind();
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texconv_shader.Bind();
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glUniform4i(texconv_shader.UniformLocations[0],
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glUniform4i(s_encodingUniforms[format],
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source.left, source.top,
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source.left, source.top,
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expandedWidth, bScaleByHalf ? 2 : 1);
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expandedWidth, bScaleByHalf ? 2 : 1);
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@ -12,7 +12,6 @@
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#include "TextureConversionShader.h"
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#include "TextureConversionShader.h"
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#include "TextureDecoder.h"
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#include "TextureDecoder.h"
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#include "PixelShaderGen.h"
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#include "BPMemory.h"
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#include "BPMemory.h"
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#include "RenderBase.h"
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#include "RenderBase.h"
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#include "VideoConfig.h"
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#include "VideoConfig.h"
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@ -62,7 +61,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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{
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{
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// left, top, of source rectangle within source texture
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// left, top, of source rectangle within source texture
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// width of the destination rectangle, scale_factor (1 or 2)
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// width of the destination rectangle, scale_factor (1 or 2)
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WRITE(p, "uniform int4 " I_COLORS";\n");
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WRITE(p, "uniform int4 position;\n");
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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int blkH = TexDecoder_GetBlockHeightInTexels(format);
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int blkH = TexDecoder_GetBlockHeightInTexels(format);
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@ -97,7 +96,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p, " int yl = uv1.y / %d;\n", blkH);
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WRITE(p, " int yl = uv1.y / %d;\n", blkH);
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WRITE(p, " int yb = yl * %d;\n", blkH);
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WRITE(p, " int yb = yl * %d;\n", blkH);
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WRITE(p, " int yoff = uv1.y - yb;\n");
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WRITE(p, " int yoff = uv1.y - yb;\n");
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WRITE(p, " int xp = uv1.x + yoff * " I_COLORS".z;\n");
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WRITE(p, " int xp = uv1.x + yoff * position.z;\n");
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WRITE(p, " int xel = xp / %d;\n", samples == 1 ? factor : blkW);
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WRITE(p, " int xel = xp / %d;\n", samples == 1 ? factor : blkW);
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WRITE(p, " int xb = xel / %d;\n", blkH);
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WRITE(p, " int xb = xel / %d;\n", blkH);
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WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
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WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
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@ -113,9 +112,9 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xof
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{
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{
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WRITE(p, // sampleUv is the sample position in (int)gx_coords
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WRITE(p, // sampleUv is the sample position in (int)gx_coords
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"uv0 = float2(sampleUv + int2(%d, 0)" // pixel offset (if more than one pixel is samped)
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"uv0 = float2(sampleUv + int2(%d, 0)" // pixel offset (if more than one pixel is samped)
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" + " I_COLORS".xy);\n" // move to copyed rect
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" + position.xy);\n" // move to copyed rect
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"uv0 += float2(0.5, 0.5);\n" // move to center of pixel
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"uv0 += float2(0.5, 0.5);\n" // move to center of pixel
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"uv0 *= float(" I_COLORS".w);\n" // scale by two if needed (this will move to pixels border to filter linear)
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"uv0 *= float(position.w);\n" // scale by two if needed (this will move to pixels border to filter linear)
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"uv0 /= float2(%d, %d);\n" // normlize to [0:1]
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"uv0 /= float2(%d, %d);\n" // normlize to [0:1]
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"uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d)
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"uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d)
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"%s = texture(samp0, uv0).%s;\n",
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"%s = texture(samp0, uv0).%s;\n",
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