yay, UBOs work 100% now.
This commit is contained in:
parent
7ab38cff68
commit
5925feb6e0
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@ -518,7 +518,7 @@ const char* WriteBinding(API_TYPE ApiType, const u32 num)
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}
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const char *WriteLocation(API_TYPE ApiType)
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{
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if(ApiType == API_GLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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return "";
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static char result[64];
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sprintf(result, "uniform ");
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@ -611,7 +611,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "\n");
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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, "layout(std140, binding = 1) uniform PSBlock {\n");
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WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS));
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@ -166,12 +166,6 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
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extern const char* WriteBinding(API_TYPE ApiType, const u32 num);
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const char *WriteLocation(API_TYPE ApiType);
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const char *WriteLocation2(API_TYPE ApiType)
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{
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static char result[64];
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sprintf(result, "uniform ");
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return result;
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}
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const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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@ -222,20 +216,21 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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}
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// uniforms
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//if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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//WRITE(p, "layout(std140, binding = 2) uniform VSBlock {\n");
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140, binding = 2) uniform VSBlock {\n");
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WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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//if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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//WRITE(p, "};\n");
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WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), 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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@ -173,7 +173,7 @@ 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 && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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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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@ -429,24 +429,6 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "ps_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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if(strstr(infoLog, "warning") != NULL || strstr(infoLog, "error") != NULL)
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exit(0);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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@ -454,6 +436,23 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "vs_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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delete[] infoLog;
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}
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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@ -17,16 +17,6 @@
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#include "ProgramShaderCache.h"
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#include <assert.h>
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GLuint GLERR(const char *function)
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{
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GLint err = glGetError();
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if (err != GL_NO_ERROR)
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{
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printf( "(%s) OpenGL error 0x%x - %s\n",
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function, err, gluErrorString(err));
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}
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return err;
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}
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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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@ -101,19 +91,14 @@ namespace OGL
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glLinkProgram(entry.program.glprogid);
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GLsizei length = 0;
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glGetProgramiv(entry.program.glprogid, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetProgramInfoLog(entry.program.glprogid, length, &charsWritten, infoLog);
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printf("Program info log:\n%s", infoLog);
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delete[] infoLog;
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}
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glUseProgram(entry.program.glprogid);
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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glUniformBlockBinding( entry.program.glprogid, 0, 1 );
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glUniformBlockBinding( entry.program.glprogid, 1, 2 );
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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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@ -148,13 +133,11 @@ namespace OGL
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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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GLERR("");
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assert(Buffer > 1);
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static int _Buffer = -1;
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if(_Buffer != Buffer)
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{
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_Buffer = Buffer;
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GLERR("bind");
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[_Buffer]);
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}
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// Query for the offsets of each block variable
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@ -162,7 +145,6 @@ namespace OGL
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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 * 4, f);
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GLERR("sub");
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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@ -179,7 +161,6 @@ namespace OGL
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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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@ -187,13 +168,12 @@ namespace OGL
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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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glBindBufferBase(GL_UNIFORM_BUFFER, 1, 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_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
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//glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
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GLERR("init");
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
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glBufferData(GL_UNIFORM_BUFFER, 1024*1024, NULL, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
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}
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void ProgramShaderCache::Shutdown(void)
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{
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@ -189,25 +189,6 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "vs_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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if(strstr(infoLog, "warning") != NULL || strstr(infoLog, "error") != NULL)
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exit(0);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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@ -215,6 +196,23 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "vs_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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delete[] infoLog;
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}
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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@ -240,7 +238,6 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
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}
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}
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}
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#define MAX_UNIFORM 0
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void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float buf[4];
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buf[3] = f4;
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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//return;
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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@ -269,9 +265,8 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, f);
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//return;
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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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@ -288,9 +283,8 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, f, count);
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//return;
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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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@ -315,9 +309,8 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(const_number < MAX_UNIFORM)
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ProgramShaderCache::SetUniformObjects(1, const_number, buf, count);
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//return;
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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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