Merge pull request #471 from Sonicadvance1/sampler_binding

Support Sampler binding in the shader.
This commit is contained in:
Pierre Bourdon 2014-07-19 01:28:37 +02:00
commit 5646ffdacd
51 changed files with 76 additions and 75 deletions

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -12,7 +12,7 @@
// 0. You just DO WHAT THE FUCK YOU WANT TO.
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,5 +1,5 @@
//dummy shader:
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,6 +1,6 @@
// textures
uniform sampler2D samp8;
uniform sampler2D samp9;
SAMPLER_BINDING(8) uniform sampler2D samp8;
SAMPLER_BINDING(9) uniform sampler2D samp9;
const int char_width = 8;
const int char_height = 13;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,7 +1,7 @@
// Omega's 3D Stereoscopic filtering
// TODO: Need depth info!
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,7 +1,7 @@
// Omega's 3D Stereoscopic filtering (Amber/Blue)
// TODO: Need depth info!
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -1,4 +1,4 @@
uniform sampler2D samp9;
SAMPLER_BINDING(9) uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;

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@ -169,7 +169,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// non-msaa, so just fetch the pixel
sampler =
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, 0);\n"
"}\n";
@ -180,7 +180,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
sampler =
"uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" return texelFetch(samp9, pos, gl_SampleID);\n"
"}\n";
@ -191,7 +191,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
std::stringstream samples;
samples << m_msaaSamples;
sampler =
"uniform sampler2DMS samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
"vec4 sampleEFB(ivec2 pos) {\n"
" vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
" for(int i=0; i<" + samples.str() + "; i++)\n"

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@ -61,12 +61,12 @@ static std::string GetGLSLVersionString()
void SHADER::SetProgramVariables()
{
// glsl shader must be bind to set samplers
Bind();
// Bind UBO
// Bind UBO and texture samplers
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
// glsl shader must be bind to set samplers if we don't support binding layout
Bind();
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
@ -74,20 +74,19 @@ void SHADER::SetProgramVariables()
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
{
char name[8];
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name);
if (loc != -1)
glUniform1i(loc, a);
}
}
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
{
char name[8];
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name);
if (loc != -1)
glUniform1i(loc, a);
}
}
void SHADER::SetProgramBindings()
@ -479,6 +478,7 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n" // 420pack
"%s\n" // msaa
"%s\n" // sample shading
"%s\n" // Sampler binding
// Precision defines for GLSL ES
"%s\n"
@ -509,6 +509,7 @@ void ProgramShaderCache::CreateHeader ( void )
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
, v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""

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@ -124,7 +124,7 @@ static const char *s_vertexShaderSrc =
"}\n";
static const char *s_fragmentShaderSrc =
"uniform sampler2D samp8;\n"
"SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
"uniform vec4 color;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"

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@ -346,7 +346,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
TextureCache::TextureCache()
{
const char *pColorMatrixProg =
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"uniform vec4 colmat[7];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
@ -358,7 +358,7 @@ TextureCache::TextureCache()
"}\n";
const char *pDepthMatrixProg =
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"uniform vec4 colmat[5];\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
@ -372,7 +372,7 @@ TextureCache::TextureCache()
const char *VProgram =
"out vec2 uv0;\n"
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"void main()\n"
"{\n"

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@ -72,7 +72,7 @@ static void CreatePrograms()
const char *VProgramRgbToYuyv =
"out vec2 uv0;\n"
"uniform vec4 copy_position;\n" // left, top, right, bottom
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"void main()\n"
"{\n"
" vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
@ -80,7 +80,7 @@ static void CreatePrograms()
" uv0 = mix(copy_position.xy, copy_position.zw, rawpos) / vec2(textureSize(samp9, 0));\n"
"}\n";
const char *FProgramRgbToYuyv =
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"
@ -111,7 +111,7 @@ static void CreatePrograms()
" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
"}\n";
const char *FProgramYuyvToRgb =
"uniform sampler2D samp9;\n"
"SAMPLER_BINDING(9) uniform sampler2D samp9;\n"
"in vec2 uv0;\n"
"out vec4 ocol0;\n"
"void main()\n"

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@ -204,7 +204,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
{
// Declare samplers
for (int i = 0; i < 8; ++i)
out.Write("uniform sampler2D samp%d;\n", i);
out.Write("SAMPLER_BINDING(%d) uniform sampler2D samp%d;\n", i, i);
}
else // D3D
{

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@ -70,7 +70,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
if (ApiType == API_OPENGL)
{
WRITE(p, "#define samp0 samp9\n");
WRITE(p, "uniform sampler2D samp0;\n");
WRITE(p, "SAMPLER_BINDING(9) uniform sampler2D samp0;\n");
WRITE(p, " out vec4 ocol0;\n");
WRITE(p, "void main()\n");