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.
This commit is contained in:
parent
01351795f0
commit
4fff5ac90d
|
@ -108,15 +108,14 @@ void SHADER::SetProgramVariables()
|
|||
}
|
||||
|
||||
// UBO workaround
|
||||
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
|
||||
UniformSize[a] = 0;
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
break;
|
||||
}
|
||||
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
|
||||
int max_uniforms = 0;
|
||||
char name[50];
|
||||
int size;
|
||||
|
|
|
@ -40,6 +40,7 @@ static SHADER s_yuyvToRgbProgram;
|
|||
// Not all slots are taken - but who cares.
|
||||
const u32 NUM_ENCODING_PROGRAMS = 64;
|
||||
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
||||
static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
|
||||
|
||||
static GLuint s_PBO = 0; // for readback with different strides
|
||||
|
||||
|
@ -156,6 +157,8 @@ SHADER &GetOrCreateEncodingShader(u32 format)
|
|||
"}\n";
|
||||
|
||||
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
|
||||
|
||||
s_encodingUniforms[format] = glGetUniformLocation(s_encodingPrograms[format].glprogid, "position");
|
||||
}
|
||||
return s_encodingPrograms[format];
|
||||
}
|
||||
|
@ -312,7 +315,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
|||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
texconv_shader.Bind();
|
||||
glUniform4i(texconv_shader.UniformLocations[0],
|
||||
glUniform4i(s_encodingUniforms[format],
|
||||
source.left, source.top,
|
||||
expandedWidth, bScaleByHalf ? 2 : 1);
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@
|
|||
|
||||
#include "TextureConversionShader.h"
|
||||
#include "TextureDecoder.h"
|
||||
#include "PixelShaderGen.h"
|
||||
#include "BPMemory.h"
|
||||
#include "RenderBase.h"
|
||||
#include "VideoConfig.h"
|
||||
|
@ -62,7 +61,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
{
|
||||
// left, top, of source rectangle within source texture
|
||||
// width of the destination rectangle, scale_factor (1 or 2)
|
||||
WRITE(p, "uniform int4 " I_COLORS";\n");
|
||||
WRITE(p, "uniform int4 position;\n");
|
||||
|
||||
int blkW = TexDecoder_GetBlockWidthInTexels(format);
|
||||
int blkH = TexDecoder_GetBlockHeightInTexels(format);
|
||||
|
@ -97,7 +96,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
WRITE(p, " int yl = uv1.y / %d;\n", blkH);
|
||||
WRITE(p, " int yb = yl * %d;\n", blkH);
|
||||
WRITE(p, " int yoff = uv1.y - yb;\n");
|
||||
WRITE(p, " int xp = uv1.x + yoff * " I_COLORS".z;\n");
|
||||
WRITE(p, " int xp = uv1.x + yoff * position.z;\n");
|
||||
WRITE(p, " int xel = xp / %d;\n", samples == 1 ? factor : blkW);
|
||||
WRITE(p, " int xb = xel / %d;\n", blkH);
|
||||
WRITE(p, " int xoff = xel - xb * %d;\n", blkH);
|
||||
|
@ -113,9 +112,9 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xof
|
|||
{
|
||||
WRITE(p, // sampleUv is the sample position in (int)gx_coords
|
||||
"uv0 = float2(sampleUv + int2(%d, 0)" // pixel offset (if more than one pixel is samped)
|
||||
" + " I_COLORS".xy);\n" // move to copyed rect
|
||||
" + position.xy);\n" // move to copyed rect
|
||||
"uv0 += float2(0.5, 0.5);\n" // move to center of pixel
|
||||
"uv0 *= float(" I_COLORS".w);\n" // scale by two if needed (this will move to pixels border to filter linear)
|
||||
"uv0 *= float(position.w);\n" // scale by two if needed (this will move to pixels border to filter linear)
|
||||
"uv0 /= float2(%d, %d);\n" // normlize to [0:1]
|
||||
"uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d)
|
||||
"%s = texture(samp0, uv0).%s;\n",
|
||||
|
|
Loading…
Reference in New Issue