ogl: implement useful constant buffer upload
this will remove the additional memcpy introduced in my last commit
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4377618438
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7c14463d11
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@ -27,20 +27,5 @@ namespace OGL
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// Renderer functions
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void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, 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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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
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return;
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}
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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for (unsigned int a = 0; a < 10; ++a)
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{
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u32 offset = PSVar_Loc[a].reg - const_number;
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if(offset >= count) return;
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u32 size = std::min(tmp.shader.UniformSize[a], count-offset);
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if(size > 0)
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glUniform4fv(tmp.shader.UniformLocations[a], size, f + 4*offset);
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}
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}
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} // namespace OGL
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@ -10,18 +10,16 @@
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 32*1024*1024;
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GLintptr ProgramShaderCache::s_vs_data_size;
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GLintptr ProgramShaderCache::s_ps_data_size;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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u8 *ProgramShaderCache::s_ubo_buffer;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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bool ProgramShaderCache::s_ubo_dirty;
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s32 ProgramShaderCache::s_ubo_align;
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static StreamBuffer *s_buffer;
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static int num_failures = 0;
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@ -36,6 +34,10 @@ UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_chec
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static char s_glsl_header[1024] = "";
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// Annoying sure, can be removed once we drop our UBO workaround
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const char *UniformNames[NUM_UNIFORMS] =
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{
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// PIXEL SHADER UNIFORMS
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@ -61,6 +63,37 @@ 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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};
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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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// End of UBO workaround
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void SHADER::SetProgramVariables()
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{
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// glsl shader must be bind to set samplers
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@ -162,30 +195,43 @@ void SHADER::Bind()
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}
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
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}
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void ProgramShaderCache::UploadConstants()
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{
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if(s_ubo_dirty) {
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s_buffer->Alloc(s_ubo_buffer_size);
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size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size);
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s_ubo_dirty = false;
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if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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if(PixelShaderManager::dirty || VertexShaderManager::dirty)
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{
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s_buffer->Alloc(s_ubo_buffer_size);
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size_t offset = s_buffer->Upload((u8*)&PixelShaderManager::constants, ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, sizeof(PixelShaderConstants));
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offset = s_buffer->Upload((u8*)&VertexShaderManager::constants, ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset, sizeof(VertexShaderConstants));
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PixelShaderManager::dirty = false;
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VertexShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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}
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}
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else
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{
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// UBO workaround
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// this must be updated per shader switch, so also update it when it's not dirty
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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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}
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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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}
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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}
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void)
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@ -419,22 +465,14 @@ void ProgramShaderCache::Init(void)
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// then the UBO will fail.
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint Align;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
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s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4;
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s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4;
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s_vs_data_offset = ROUND_UP(s_ps_data_size, Align);
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s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align);
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s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
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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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// Then once more to get bytes
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s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
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s_ubo_buffer = new u8[s_ubo_buffer_size];
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memset(s_ubo_buffer, 0, s_ubo_buffer_size);
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s_ubo_dirty = true;
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}
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// Read our shader cache, only if supported
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@ -509,8 +547,6 @@ void ProgramShaderCache::Shutdown(void)
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{
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delete s_buffer;
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s_buffer = 0;
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delete [] s_ubo_buffer;
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s_ubo_buffer = 0;
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}
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}
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@ -87,9 +87,6 @@ public:
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static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode);
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static GLuint CompileSingleShader(GLuint type, const char *code);
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static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
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static void UploadConstants();
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static void Init(void);
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@ -110,12 +107,8 @@ private:
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static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
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static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
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static GLintptr s_vs_data_size;
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static GLintptr s_ps_data_size;
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static GLintptr s_vs_data_offset;
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static u8 *s_ubo_buffer;
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static u32 s_ubo_buffer_size;
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static bool s_ubo_dirty;
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static s32 s_ubo_align;
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};
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} // namespace OGL
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@ -26,20 +26,6 @@ namespace OGL
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, 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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ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count);
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return;
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}
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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for (unsigned int a = 0; a < 9; ++a)
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{
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u32 offset = VSVar_Loc[a].reg - const_number;
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if(offset >= count) return;
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u32 size = std::min(tmp.shader.UniformSize[a+10], count-offset);
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if(size > 0)
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glUniform4fv(tmp.shader.UniformLocations[a+10], size, f + 4*offset);
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}
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}
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} // namespace OGL
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@ -43,19 +43,6 @@ enum DSTALPHA_MODE
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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// Annoying sure, can be removed once we get up to GLSL ~1.3
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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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#pragma pack(1)
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struct pixel_shader_uid_data
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{
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@ -95,9 +95,6 @@ void PixelShaderManager::Shutdown()
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void PixelShaderManager::SetConstants(u32 components)
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{
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if (g_ActiveConfig.backend_info.APIType == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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dirty = true;
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for (int i = 0; i < 2; ++i)
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{
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if (s_nColorsChanged[i])
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@ -359,7 +356,7 @@ void PixelShaderManager::SetConstants(u32 components)
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}
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}
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if(dirty)
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if(dirty && g_ActiveConfig.backend_info.APIType != API_OPENGL)
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{
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g_renderer->SetMultiPSConstant4fv(0, sizeof(constants)/16, (float*) &constants);
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dirty = false;
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@ -53,17 +53,6 @@
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#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
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#define C_VENVCONST_END (C_DEPTHPARAMS + 1)
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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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#pragma pack(1)
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struct vertex_shader_uid_data
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@ -225,9 +225,6 @@ void VertexShaderManager::Dirty()
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// TODO: A cleaner way to control the matrices 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.backend_info.APIType == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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dirty = true;
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if (nTransformMatricesChanged[0] >= 0)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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@ -521,7 +518,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if(dirty)
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if(dirty && g_ActiveConfig.backend_info.APIType != API_OPENGL)
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{
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dirty = false;
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g_renderer->SetMultiVSConstant4fv(0, sizeof(constants)/16, (float*) &constants);
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@ -132,10 +132,5 @@ inline unsigned int GetPow2(unsigned int val)
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++ret;
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return ret;
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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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};
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#endif // _VIDEOCOMMON_H
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