OGL: Fix abstract pipelines on drivers without binding layout support
This commit is contained in:
parent
00204dc988
commit
a61fcb0088
|
@ -98,17 +98,18 @@ static std::string GetGLSLVersionString()
|
|||
|
||||
void SHADER::SetProgramVariables()
|
||||
{
|
||||
// Bind UBO and texture samplers
|
||||
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
|
||||
{
|
||||
// glsl shader must be bind to set samplers if we don't support binding layout
|
||||
Bind();
|
||||
if (g_ActiveConfig.backend_info.bSupportsBindingLayout)
|
||||
return;
|
||||
|
||||
// To set uniform blocks/uniforms, the program must be active. We restore the
|
||||
// current binding at the end of this method to maintain the invariant.
|
||||
glUseProgram(glprogid);
|
||||
|
||||
// Bind UBO and texture samplers
|
||||
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
|
||||
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
|
||||
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
|
||||
GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
|
||||
|
||||
if (PSBlock_id != -1)
|
||||
glUniformBlockBinding(glprogid, PSBlock_id, 1);
|
||||
if (VSBlock_id != -1)
|
||||
|
@ -119,7 +120,7 @@ void SHADER::SetProgramVariables()
|
|||
glUniformBlockBinding(glprogid, UBERBlock_id, 4);
|
||||
|
||||
// Bind Texture Samplers
|
||||
for (int a = 0; a <= 9; ++a)
|
||||
for (int a = 0; a < 10; ++a)
|
||||
{
|
||||
std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
|
||||
|
||||
|
@ -128,7 +129,9 @@ void SHADER::SetProgramVariables()
|
|||
if (loc != -1)
|
||||
glUniform1i(loc, a);
|
||||
}
|
||||
}
|
||||
|
||||
// Restore previous program binding.
|
||||
glUseProgram(CurrentProgram);
|
||||
}
|
||||
|
||||
void SHADER::SetProgramBindings(bool is_compute)
|
||||
|
@ -956,6 +959,9 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
|
|||
return iter->second.get();
|
||||
}
|
||||
|
||||
// Set program variables on the shader which will be returned.
|
||||
// This is only needed for drivers which don't support binding layout.
|
||||
prog->shader.SetProgramVariables();
|
||||
auto ip = pipelineprograms.emplace(key, std::move(prog));
|
||||
return ip.first->second.get();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue