try combining vs/ps ubo

This commit is contained in:
Jordan Woyak 2011-12-11 06:02:04 -06:00 committed by Sonicadvance1
parent e641ede232
commit d9117ab6a1
2 changed files with 38 additions and 50 deletions

View File

@ -23,10 +23,9 @@ namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::s_ps_ubo;
GLuint ProgramShaderCache::s_vs_ubo;
float* ProgramShaderCache::s_ps_mapped_data;
float* ProgramShaderCache::s_vs_mapped_data;
GLuint ProgramShaderCache::s_ps_vs_ubo;
float* ProgramShaderCache::s_ps_vs_mapped_data;
GLintptr ProgramShaderCache::s_vs_data_offset;
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
@ -142,55 +141,40 @@ namespace OGL
CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
void ProgramShaderCache::MapBuffer()
{
if (!s_ps_mapped_data)
if (!s_ps_vs_mapped_data)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
s_ps_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
s_ps_vs_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
if (!s_ps_mapped_data)
if (!s_ps_vs_mapped_data)
PanicAlert("glMapBuffer");
}
}
std::copy(f, f + count * 4, s_ps_mapped_data + offset * 4);
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
MapBuffer();
std::copy(f, f + count * 4, s_ps_vs_mapped_data + offset * 4);
}
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
if (!s_vs_mapped_data)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
s_vs_mapped_data = reinterpret_cast<float*>(glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
MapBuffer();
if (!s_vs_mapped_data)
PanicAlert("glMapBuffer");
}
std::copy(f, f + count * 4, s_vs_mapped_data + offset * 4);
// TODO: division = hax
std::copy(f, f + count * 4, s_ps_vs_mapped_data + (s_vs_data_offset / sizeof(float)) + offset * 4);
}
void ProgramShaderCache::FlushConstants()
{
if (s_ps_mapped_data)
if (s_ps_vs_mapped_data)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
if (!glUnmapBuffer(GL_UNIFORM_BUFFER))
PanicAlert("glUnmapBuffer");
s_ps_mapped_data = NULL;
s_ps_vs_mapped_data = NULL;
}
if (s_vs_mapped_data)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
if (!glUnmapBuffer(GL_UNIFORM_BUFFER))
PanicAlert("glUnmapBuffer");
s_vs_mapped_data = NULL;
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
@ -212,23 +196,23 @@ namespace OGL
{
GLint Align;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
s_vs_data_offset = ps_data_size;
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glGenBuffers(1, &s_ps_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
glGenBuffers(1, &s_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &s_ps_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
// Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader
// Repeat for VS shader
glBindBufferBase(GL_UNIFORM_BUFFER, 1, s_ps_ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, s_vs_ubo);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
}
}
@ -239,11 +223,11 @@ namespace OGL
iter->second.Destroy();
pshaders.clear();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// "A buffer object's mapped data store is automatically unmapped when the buffer object is deleted"
glDeleteBuffers(1, &s_ps_ubo);
glDeleteBuffers(1, &s_vs_ubo);
s_ps_ubo = s_vs_ubo = 0;
s_ps_mapped_data = s_vs_mapped_data = NULL;
glDeleteBuffers(1, &s_ps_vs_ubo);
s_ps_vs_ubo = 0;
s_ps_vs_mapped_data = NULL;
}
}

View File

@ -95,8 +95,12 @@ class ProgramShaderCache
static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
static std::pair<u64, u64> CurrentShaderProgram;
static GLuint s_ps_ubo, s_vs_ubo;
static float *s_ps_mapped_data, *s_vs_mapped_data;
static GLuint s_ps_vs_ubo;
static float* s_ps_vs_mapped_data;
static GLintptr s_vs_data_offset;
static void MapBuffer();
public:
static PROGRAMSHADER GetShaderProgram(void);
static GLint GetAttr(int num);