try combining vs/ps ubo
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e641ede232
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@ -23,10 +23,9 @@ namespace OGL
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{
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GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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GLuint ProgramShaderCache::s_ps_ubo;
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GLuint ProgramShaderCache::s_vs_ubo;
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float* ProgramShaderCache::s_ps_mapped_data;
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float* ProgramShaderCache::s_vs_mapped_data;
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GLuint ProgramShaderCache::s_ps_vs_ubo;
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float* ProgramShaderCache::s_ps_vs_mapped_data;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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@ -142,55 +141,40 @@ namespace OGL
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CurrentProgram = entry.program.glprogid;
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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void ProgramShaderCache::MapBuffer()
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{
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if (!s_ps_mapped_data)
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if (!s_ps_vs_mapped_data)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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s_ps_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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s_ps_vs_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
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if (!s_ps_mapped_data)
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if (!s_ps_vs_mapped_data)
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PanicAlert("glMapBuffer");
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}
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}
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std::copy(f, f + count * 4, s_ps_mapped_data + offset * 4);
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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MapBuffer();
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std::copy(f, f + count * 4, s_ps_vs_mapped_data + offset * 4);
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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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if (!s_vs_mapped_data)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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s_vs_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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MapBuffer();
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if (!s_vs_mapped_data)
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PanicAlert("glMapBuffer");
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}
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std::copy(f, f + count * 4, s_vs_mapped_data + offset * 4);
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// TODO: division = hax
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std::copy(f, f + count * 4, s_ps_vs_mapped_data + (s_vs_data_offset / sizeof(float)) + offset * 4);
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}
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void ProgramShaderCache::FlushConstants()
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{
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if (s_ps_mapped_data)
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if (s_ps_vs_mapped_data)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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if (!glUnmapBuffer(GL_UNIFORM_BUFFER))
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PanicAlert("glUnmapBuffer");
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s_ps_mapped_data = NULL;
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s_ps_vs_mapped_data = NULL;
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}
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if (s_vs_mapped_data)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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if (!glUnmapBuffer(GL_UNIFORM_BUFFER))
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PanicAlert("glUnmapBuffer");
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s_vs_mapped_data = NULL;
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}
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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@ -212,23 +196,23 @@ namespace OGL
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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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GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
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GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
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s_vs_data_offset = ps_data_size;
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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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glGenBuffers(1, &s_ps_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glGenBuffers(1, &s_vs_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glGenBuffers(1, &s_ps_vs_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
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glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
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// Now bind the buffer to the index point
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// We know PS is 0 since we have it statically set in the shader
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// Repeat for VS shader
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, s_ps_ubo);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, s_vs_ubo);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
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}
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}
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@ -239,11 +223,11 @@ namespace OGL
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iter->second.Destroy();
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pshaders.clear();
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// "A buffer object's mapped data store is automatically unmapped when the buffer object is deleted"
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glDeleteBuffers(1, &s_ps_ubo);
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glDeleteBuffers(1, &s_vs_ubo);
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s_ps_ubo = s_vs_ubo = 0;
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s_ps_mapped_data = s_vs_mapped_data = NULL;
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glDeleteBuffers(1, &s_ps_vs_ubo);
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s_ps_vs_ubo = 0;
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s_ps_vs_mapped_data = NULL;
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}
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}
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@ -95,8 +95,12 @@ class ProgramShaderCache
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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static GLuint s_ps_ubo, s_vs_ubo;
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static float *s_ps_mapped_data, *s_vs_mapped_data;
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static GLuint s_ps_vs_ubo;
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static float* s_ps_vs_mapped_data;
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static GLintptr s_vs_data_offset;
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static void MapBuffer();
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public:
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static PROGRAMSHADER GetShaderProgram(void);
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static GLint GetAttr(int num);
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