From 9996f2712046b7d899cc52a0d4ae6f021ef918f5 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Wed, 21 Dec 2011 01:29:29 -0600 Subject: [PATCH] Give OSX users more of a chance of supporting Single pass DSB in the future. --- .../Core/VideoCommon/Src/PixelShaderGen.cpp | 5 ++- .../Core/VideoCommon/Src/VertexShaderGen.cpp | 32 +++++++++++++------ Source/Core/VideoCommon/Src/VideoConfig.h | 1 + .../Src/ProgramShaderCache.cpp | 2 +- Source/Plugins/Plugin_VideoOGL/Src/Render.cpp | 2 ++ .../Plugin_VideoOGL/Src/VertexManager.cpp | 2 +- 6 files changed, 32 insertions(+), 12 deletions(-) diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 9bb897dcc9..2cf1a33fed 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -572,6 +572,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType } else WRITE(p, "#version 120\n"); + + if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) + WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n"); // Silly differences WRITE(p, "#define float2 vec2\n"); WRITE(p, "#define float3 vec3\n"); @@ -630,7 +633,7 @@ 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%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : ""); + WRITE(p, "layout(std140) uniform PSBlock {\n"); 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 415ff4614c..5ae3e84f56 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -204,6 +204,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) WRITE(p, "#define ATTRIN attribute\n"); WRITE(p, "#define ATTROUT attribute\n"); } + if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) + WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n"); // Silly differences WRITE(p, "#define float2 vec2\n"); WRITE(p, "#define float3 vec3\n"); @@ -217,7 +219,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) // uniforms if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) - WRITE(p, "layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 2" : ""); + WRITE(p, "layout(std140) uniform VSBlock {\n"); 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)); @@ -241,21 +243,33 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) if (components & VB_HAS_NRM0) WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n"); - if (components & VB_HAS_POSMTXIDX) + if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) + { + if (components & VB_HAS_POSMTXIDX) + WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB); + if (components & VB_HAS_NRM1) + WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); + if (components & VB_HAS_NRM2) + WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); + } + else + { + if (components & VB_HAS_POSMTXIDX) WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); - if (components & VB_HAS_NRM1) + if (components & VB_HAS_NRM1) WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); - if (components & VB_HAS_NRM2) + if (components & VB_HAS_NRM2) WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); + } if (components & VB_HAS_COL0) - WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n"); + WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n"); if (components & VB_HAS_COL1) - WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n"); + WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n"); for (int i = 0; i < 8; ++i) { - u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<