diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index bffaa5b08a..cc350c7e0a 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -527,7 +527,7 @@ const char* WriteBinding(API_TYPE ApiType, const u32 num) } const char *WriteLocation(API_TYPE ApiType) { - if(ApiType == API_GLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO) + if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) return ""; static char result[64]; sprintf(result, "uniform "); @@ -581,6 +581,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType WRITE(p, "#define frac(x) fract(x)\n"); WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n"); WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n"); + for (int i = 0; i < 8; ++i) WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i); @@ -620,7 +621,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType WRITE(p, "\n"); if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) - WRITE(p, "layout(std140, binding = 1) uniform PSBlock {\n"); + WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : ""); WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS)); WRITE(p, "%sfloat4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_KCOLORS)); diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index b0c3491315..415ff4614c 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -217,7 +217,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) // uniforms if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) - WRITE(p, "layout(std140, binding = 2) uniform VSBlock {\n"); + WRITE(p, "layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 2" : ""); WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX)); WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION)); diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index 073e8b430c..37923d2f47 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -96,9 +96,13 @@ namespace OGL // Dunno why this is needed when I have the binding // points statically set in the shader source + // We should only need these two functions when we don't support binding but do support UBO // Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64 - glUniformBlockBinding( entry.program.glprogid, 0, 1 ); - glUniformBlockBinding( entry.program.glprogid, 1, 2 ); + //if(!g_ActiveConfig.backend_info.bSupportsGLSLBinding) + { + glUniformBlockBinding( entry.program.glprogid, 0, 1 ); + glUniformBlockBinding( entry.program.glprogid, 1, 2 ); + } // We cache our uniform locations for now // Once we move up to a newer version of GLSL, ~1.30