OGL: Fix abstract pipelines on drivers without binding layout support
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@ -98,37 +98,40 @@ static std::string GetGLSLVersionString()
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void SHADER::SetProgramVariables()
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{
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if (g_ActiveConfig.backend_info.bSupportsBindingLayout)
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return;
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// To set uniform blocks/uniforms, the program must be active. We restore the
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// current binding at the end of this method to maintain the invariant.
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glUseProgram(glprogid);
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// Bind UBO and texture samplers
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if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
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GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
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if (PSBlock_id != -1)
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glUniformBlockBinding(glprogid, PSBlock_id, 1);
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if (VSBlock_id != -1)
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glUniformBlockBinding(glprogid, VSBlock_id, 2);
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if (GSBlock_id != -1)
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glUniformBlockBinding(glprogid, GSBlock_id, 3);
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if (UBERBlock_id != -1)
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glUniformBlockBinding(glprogid, UBERBlock_id, 4);
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// Bind Texture Samplers
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for (int a = 0; a < 10; ++a)
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{
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// glsl shader must be bind to set samplers if we don't support binding layout
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Bind();
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std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
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GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
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if (PSBlock_id != -1)
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glUniformBlockBinding(glprogid, PSBlock_id, 1);
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if (VSBlock_id != -1)
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glUniformBlockBinding(glprogid, VSBlock_id, 2);
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if (GSBlock_id != -1)
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glUniformBlockBinding(glprogid, GSBlock_id, 3);
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if (UBERBlock_id != -1)
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glUniformBlockBinding(glprogid, UBERBlock_id, 4);
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// Bind Texture Samplers
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for (int a = 0; a <= 9; ++a)
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{
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std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, name.c_str());
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if (loc != -1)
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glUniform1i(loc, a);
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}
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, name.c_str());
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if (loc != -1)
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glUniform1i(loc, a);
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}
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// Restore previous program binding.
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glUseProgram(CurrentProgram);
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}
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void SHADER::SetProgramBindings(bool is_compute)
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@ -956,6 +959,9 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
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return iter->second.get();
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}
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// Set program variables on the shader which will be returned.
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// This is only needed for drivers which don't support binding layout.
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prog->shader.SetProgramVariables();
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auto ip = pipelineprograms.emplace(key, std::move(prog));
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return ip.first->second.get();
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}
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