ShaderGen: Specify attribute/output locations/bindings explicitly

This also shifts the SSBO index from index 3 to index 0.
This commit is contained in:
Stenzek 2016-08-13 00:40:18 +10:00
parent f3cdc6433c
commit d9c034e8cc
6 changed files with 50 additions and 37 deletions

View File

@ -23,7 +23,7 @@ void BoundingBox::Init()
glGenBuffers(1, &s_bbox_buffer_id); glGenBuffers(1, &s_bbox_buffer_id);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id); glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW); glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
} }
} }

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@ -554,7 +554,8 @@ void ProgramShaderCache::CreateHeader()
"%s\n" // early-z "%s\n" // early-z
"%s\n" // 420pack "%s\n" // 420pack
"%s\n" // msaa "%s\n" // msaa
"%s\n" // Sampler binding "%s\n" // Input/output/sampler binding
"%s\n" // Varying location
"%s\n" // storage buffer "%s\n" // storage buffer
"%s\n" // shader5 "%s\n" // shader5
"%s\n" // SSAA "%s\n" // SSAA
@ -595,9 +596,23 @@ void ProgramShaderCache::CreateHeader()
(g_ogl_config.bSupportsMSAA && v < GLSL_150) ? (g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
"#extension GL_ARB_texture_multisample : enable" : "#extension GL_ARB_texture_multisample : enable" :
"", "",
// Attribute and fragment output bindings are still done via glBindAttribLocation and
// glBindFragDataLocation. In the future this could be moved to the layout qualifier
// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
g_ActiveConfig.backend_info.bSupportsBindingLayout ? g_ActiveConfig.backend_info.bSupportsBindingLayout ?
"#define SAMPLER_BINDING(x) layout(binding = x)" : "#define ATTRIBUTE_LOCATION(x)\n"
"#define SAMPLER_BINDING(x)", "#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
"#define SAMPLER_BINDING(x) layout(binding = x)\n"
"#define SSBO_BINDING(x) layout(binding = x)\n" :
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing)\n"
"#define SAMPLER_BINDING(x)\n",
// Input/output blocks are matched by name during program linking
"#define VARYING_LOCATION(x)\n",
!is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ? !is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ?
"#extension GL_ARB_shader_storage_buffer_object : enable" : "#extension GL_ARB_shader_storage_buffer_object : enable" :
"", "",

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@ -78,8 +78,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
// uniforms // uniforms
if (ApiType == APIType::OpenGL) if (ApiType == APIType::OpenGL)
out.Write("layout(std140%s) uniform GSBlock {\n", out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
else else
out.Write("cbuffer GSBlock {\n"); out.Write("cbuffer GSBlock {\n");
out.Write("\tfloat4 " I_STEREOPARAMS ";\n" out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
@ -97,13 +96,13 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (g_ActiveConfig.backend_info.bSupportsGSInstancing) if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("#define InstanceID gl_InvocationID\n"); out.Write("#define InstanceID gl_InvocationID\n");
out.Write("in VertexData {\n"); out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers<ShaderCode>( GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true)); GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in); out.Write("} vs[%d];\n", vertex_in);
out.Write("out VertexData {\n"); out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers<ShaderCode>( GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));

View File

@ -394,14 +394,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("\n"); out.Write("\n");
if (ApiType == APIType::OpenGL) if (ApiType == APIType::OpenGL)
{ out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
out.Write("layout(std140%s) uniform PSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
}
else else
{
out.Write("cbuffer PSBlock : register(b0) {\n"); out.Write("cbuffer PSBlock : register(b0) {\n");
}
out.Write("\tint4 " I_COLORS "[4];\n" out.Write("\tint4 " I_COLORS "[4];\n"
"\tint4 " I_KCOLORS "[4];\n" "\tint4 " I_KCOLORS "[4];\n"
"\tint4 " I_ALPHA ";\n" "\tint4 " I_ALPHA ";\n"
@ -421,14 +417,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("%s", s_lighting_struct); out.Write("%s", s_lighting_struct);
if (ApiType == APIType::OpenGL) if (ApiType == APIType::OpenGL)
{ out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
out.Write("layout(std140%s) uniform VSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
}
else else
{
out.Write("cbuffer VSBlock : register(b1) {\n"); out.Write("cbuffer VSBlock : register(b1) {\n");
}
out.Write(s_shader_uniforms); out.Write(s_shader_uniforms);
out.Write("};\n"); out.Write("};\n");
} }
@ -437,7 +429,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{ {
if (ApiType == APIType::OpenGL) if (ApiType == APIType::OpenGL)
{ {
out.Write("layout(std140, binding = 3) buffer BBox {\n" out.Write("SSBO_BINDING(0) buffer BBox {\n"
"\tint4 bbox_data;\n" "\tint4 bbox_data;\n"
"};\n"); "};\n");
} }
@ -512,16 +504,22 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (ApiType == APIType::OpenGL) if (ApiType == APIType::OpenGL)
{ {
out.Write("out vec4 ocol0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("out vec4 ocol1;\n"); {
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (uid_data->per_pixel_depth) if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n"); out.Write("#define depth gl_FragDepth\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{ {
out.Write("in VertexData {\n"); out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers( GenerateVSOutputMembers(
out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting, out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true)); 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)
WRITE(p, "#define samp0 samp9\n"); WRITE(p, "#define samp0 samp9\n");
WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n"); WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");
WRITE(p, " out vec4 ocol0;\n"); WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
WRITE(p, "void main()\n"); WRITE(p, "void main()\n");
WRITE(p, "{\n" WRITE(p, "{\n"
" int2 sampleUv;\n" " int2 sampleUv;\n"

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@ -86,8 +86,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// uniforms // uniforms
if (api_type == APIType::OpenGL) if (api_type == APIType::OpenGL)
out.Write("layout(std140%s) uniform VSBlock {\n", out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else else
out.Write("cbuffer VSBlock {\n"); out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms); out.Write(s_shader_uniforms);
@ -99,32 +98,34 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
if (api_type == APIType::OpenGL) if (api_type == APIType::OpenGL)
{ {
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX) if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in int posmtx;\n", SHADER_POSMTX_ATTRIB);
if (uid_data->components & VB_HAS_NRM0) if (uid_data->components & VB_HAS_NRM0)
out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
if (uid_data->components & VB_HAS_NRM1) if (uid_data->components & VB_HAS_NRM1)
out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
if (uid_data->components & VB_HAS_NRM2) if (uid_data->components & VB_HAS_NRM2)
out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
if (uid_data->components & VB_HAS_COL0) if (uid_data->components & VB_HAS_COL0)
out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
if (uid_data->components & VB_HAS_COL1) if (uid_data->components & VB_HAS_COL1)
out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
{ {
u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, {
SHADER_TEXTURE0_ATTRIB + i); out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
hastexmtx ? 3 : 2, i);
}
} }
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{ {
out.Write("out VertexData {\n"); out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers( GenerateVSOutputMembers(
out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));