OGL: update ubo workaround
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cc6c454898
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@ -63,34 +63,30 @@ const char *UniformNames[NUM_UNIFORMS] =
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I_DEPTHPARAMS,
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};
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struct s_svar
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{
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const unsigned int reg;
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const unsigned int size;
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const static int PSVar_Loc[] = {
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offsetof(PixelShaderConstants, colors)/16,
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offsetof(PixelShaderConstants, kcolors)/16,
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offsetof(PixelShaderConstants, alpha)/16,
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offsetof(PixelShaderConstants, texdims)/16,
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offsetof(PixelShaderConstants, zbias)/16,
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offsetof(PixelShaderConstants, indtexscale)/16,
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offsetof(PixelShaderConstants, indtexmtx)/16,
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offsetof(PixelShaderConstants, fog)/16,
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offsetof(PixelShaderConstants, plights)/16,
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offsetof(PixelShaderConstants, pmaterials)/16,
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};
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const s_svar PSVar_Loc[] = { {C_COLORS, 4 },
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{C_KCOLORS, 4 },
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{C_ALPHA, 1 },
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{C_TEXDIMS, 8 },
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{C_ZBIAS, 2 },
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{C_INDTEXSCALE, 2 },
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{C_INDTEXMTX, 6 },
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{C_FOG, 3 },
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{C_PLIGHTS, 40 },
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{C_PMATERIALS, 4 },
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};
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const s_svar VSVar_Loc[] = { {C_POSNORMALMATRIX, 6 },
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{C_PROJECTION, 4 },
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{C_MATERIALS, 4 },
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{C_LIGHTS, 40 },
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{C_TEXMATRICES, 24 },
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{C_TRANSFORMMATRICES, 64 },
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{C_NORMALMATRICES, 32 },
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{C_POSTTRANSFORMMATRICES, 64 },
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{C_DEPTHPARAMS, 1 },
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};
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const static int VSVar_Loc[] = {
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offsetof(VertexShaderConstants, posnormalmatrix)/16,
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offsetof(VertexShaderConstants, projection)/16,
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offsetof(VertexShaderConstants, materials)/16,
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offsetof(VertexShaderConstants, lights)/16,
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offsetof(VertexShaderConstants, texmatrices)/16,
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offsetof(VertexShaderConstants, transformmatrices)/16,
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offsetof(VertexShaderConstants, normalmatrices)/16,
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offsetof(VertexShaderConstants, posttransformmatrices)/16,
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offsetof(VertexShaderConstants, depthparams)/16,
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};
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// End of UBO workaround
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@ -221,12 +217,12 @@ void ProgramShaderCache::UploadConstants()
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for (unsigned int a = 0; a < 10; ++a)
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{
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if(last_entry->shader.UniformSize[a] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a].reg);
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glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a]);
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}
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for (unsigned int a = 0; a < 9; ++a)
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{
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if(last_entry->shader.UniformSize[a+10] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a].reg);
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glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a]);
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}
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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@ -324,7 +324,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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};
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texconv_shader.Bind();
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glUniform4fv(texconv_shader.UniformLocations[C_COLORS], 2, params);
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glUniform4fv(texconv_shader.UniformLocations[0], 2, params);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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@ -18,7 +18,7 @@ struct PixelShaderConstants
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float4 texdims[8];
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float4 zbias[2];
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float4 indtexscale[2];
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float4 indtexmts[6];
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float4 indtexmtx[6];
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float4 fog[3];
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// For pixel lighting
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@ -21,6 +21,7 @@
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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// TODO: get rid of them as they aren't used
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#define C_COLORMATRIX 0 // 0
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#define C_COLORS 0 // 0
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#define C_KCOLORS (C_COLORS + 4) // 4
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@ -188,14 +188,14 @@ void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
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// xyz - static matrix
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// TODO w - dynamic matrix scale / 256...... somehow / 4 works better
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// rev 2972 - now using / 256.... verify that this works
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constants.indtexmts[2*matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma * fscale;
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constants.indtexmts[2*matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc * fscale;
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constants.indtexmts[2*matrixidx][2] = bpmem.indmtx[matrixidx].col2.me * fscale;
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constants.indtexmts[2*matrixidx][3] = fscale * 4.0f;
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constants.indtexmts[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb * fscale;
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constants.indtexmts[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md * fscale;
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constants.indtexmts[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf * fscale;
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constants.indtexmts[2*matrixidx+1][3] = fscale * 4.0f;
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constants.indtexmtx[2*matrixidx][0] = bpmem.indmtx[matrixidx].col0.ma * fscale;
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constants.indtexmtx[2*matrixidx][1] = bpmem.indmtx[matrixidx].col1.mc * fscale;
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constants.indtexmtx[2*matrixidx][2] = bpmem.indmtx[matrixidx].col2.me * fscale;
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constants.indtexmtx[2*matrixidx][3] = fscale * 4.0f;
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constants.indtexmtx[2*matrixidx+1][0] = bpmem.indmtx[matrixidx].col0.mb * fscale;
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constants.indtexmtx[2*matrixidx+1][1] = bpmem.indmtx[matrixidx].col1.md * fscale;
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constants.indtexmtx[2*matrixidx+1][2] = bpmem.indmtx[matrixidx].col2.mf * fscale;
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constants.indtexmtx[2*matrixidx+1][3] = fscale * 4.0f;
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dirty = true;
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PRIM_LOG("indmtx%d: scale=%f, mat=(%f %f %f; %f %f %f)\n",
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