ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
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@ -23,7 +23,7 @@ void BoundingBox::Init()
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glGenBuffers(1, &s_bbox_buffer_id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
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glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
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}
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}
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@ -554,7 +554,8 @@ void ProgramShaderCache::CreateHeader()
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"%s\n" // early-z
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"%s\n" // 420pack
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"%s\n" // msaa
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"%s\n" // Sampler binding
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"%s\n" // Input/output/sampler binding
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"%s\n" // Varying location
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"%s\n" // storage buffer
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"%s\n" // shader5
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"%s\n" // SSAA
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@ -595,9 +596,23 @@ void ProgramShaderCache::CreateHeader()
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(g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
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"#extension GL_ARB_texture_multisample : enable" :
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"",
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// Attribute and fragment output bindings are still done via glBindAttribLocation and
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// glBindFragDataLocation. In the future this could be moved to the layout qualifier
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// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
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g_ActiveConfig.backend_info.bSupportsBindingLayout ?
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"#define SAMPLER_BINDING(x) layout(binding = x)" :
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"#define SAMPLER_BINDING(x)",
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"#define ATTRIBUTE_LOCATION(x)\n"
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"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
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"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
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"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
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"#define SAMPLER_BINDING(x) layout(binding = x)\n"
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"#define SSBO_BINDING(x) layout(binding = x)\n" :
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"#define ATTRIBUTE_LOCATION(x)\n"
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"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
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"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
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"#define UBO_BINDING(packing, x) layout(packing)\n"
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"#define SAMPLER_BINDING(x)\n",
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// Input/output blocks are matched by name during program linking
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"#define VARYING_LOCATION(x)\n",
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!is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ?
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"#extension GL_ARB_shader_storage_buffer_object : enable" :
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"",
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@ -78,8 +78,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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// uniforms
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if (ApiType == APIType::OpenGL)
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out.Write("layout(std140%s) uniform GSBlock {\n",
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g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
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else
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out.Write("cbuffer GSBlock {\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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@ -97,13 +96,13 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("in VertexData {\n");
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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@ -394,14 +394,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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out.Write("\n");
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if (ApiType == APIType::OpenGL)
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{
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out.Write("layout(std140%s) uniform PSBlock {\n",
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g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
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}
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out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
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else
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{
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out.Write("cbuffer PSBlock : register(b0) {\n");
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}
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out.Write("\tint4 " I_COLORS "[4];\n"
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"\tint4 " I_KCOLORS "[4];\n"
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"\tint4 " I_ALPHA ";\n"
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@ -421,14 +417,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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out.Write("%s", s_lighting_struct);
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if (ApiType == APIType::OpenGL)
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{
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out.Write("layout(std140%s) uniform VSBlock {\n",
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g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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}
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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{
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out.Write("cbuffer VSBlock : register(b1) {\n");
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}
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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}
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@ -437,7 +429,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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{
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if (ApiType == APIType::OpenGL)
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{
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out.Write("layout(std140, binding = 3) buffer BBox {\n"
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out.Write("SSBO_BINDING(0) buffer BBox {\n"
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"\tint4 bbox_data;\n"
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"};\n");
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}
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@ -512,16 +504,22 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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if (ApiType == APIType::OpenGL)
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{
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out.Write("out vec4 ocol0;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("out vec4 ocol1;\n");
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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}
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if (uid_data->per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("in VertexData {\n");
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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GenerateVSOutputMembers(
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out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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@ -92,7 +92,7 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
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WRITE(p, "#define samp0 samp9\n");
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WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");
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WRITE(p, " out vec4 ocol0;\n");
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WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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WRITE(p, "void main()\n");
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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@ -86,8 +86,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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// uniforms
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if (api_type == APIType::OpenGL)
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out.Write("layout(std140%s) uniform VSBlock {\n",
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g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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@ -99,32 +98,34 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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if (api_type == APIType::OpenGL)
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{
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out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in int posmtx;\n", SHADER_POSMTX_ATTRIB);
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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if (uid_data->components & VB_HAS_NRM1)
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out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if (uid_data->components & VB_HAS_NRM2)
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out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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if (uid_data->components & VB_HAS_COL0)
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out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
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if (uid_data->components & VB_HAS_COL1)
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out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i,
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SHADER_TEXTURE0_ATTRIB + i);
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
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hastexmtx ? 3 : 2, i);
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}
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}
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("out VertexData {\n");
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(
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out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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