Remove bSupportsGLSLLocation since it won't work how I expect it.
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4fe9792760
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e8087aa1a9
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@ -516,14 +516,6 @@ const char* WriteBinding(API_TYPE ApiType, const u32 num)
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sprintf(result, "layout(binding = %d) ", num);
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return result;
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}
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const char* WriteLocation(API_TYPE ApiType, const u32 num)
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{
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if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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return "";
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static char result[64];
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sprintf(result, "layout(location = %d) ", num);
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return result;
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}
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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@ -553,13 +545,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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WRITE(p, "#version 330 compatibility\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
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}
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else
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WRITE(p, "#version 120\n");
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@ -613,18 +605,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140, binding = 0) uniform PSBlock {\n");
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WRITE(p, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
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WRITE(p, "uniform float4 "I_COLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "uniform float4 "I_KCOLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "uniform float4 "I_ALPHA"[1] %s;\n", WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "uniform float4 "I_TEXDIMS"[8] %s;\n", WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "uniform float4 "I_ZBIAS"[2] %s;\n", WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "uniform float4 "I_INDTEXMTX"[6] %s;\n", WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "uniform float4 "I_FOG"[3] %s;\n", WriteRegister(ApiType, "c", C_FOG));
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// Compiler will optimize these out by itself.
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WRITE(p, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
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WRITE(p, "uniform float4 "I_PLIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "uniform float4 "I_PMATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_PMATERIALS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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@ -165,7 +165,6 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
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extern const char* WriteBinding(API_TYPE ApiType, const u32 num);
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extern const char* WriteLocation(API_TYPE ApiType, const u32 num);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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@ -188,13 +187,13 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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WRITE(p, "#version 330 compatibility\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
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WRITE(p, "#define ATTRIN in\n");
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WRITE(p, "#define ATTROUT out\n");
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}
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@ -219,15 +218,15 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140, binding = 1) uniform VSBlock {\n");
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WRITE(p, "%suniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType, C_POSNORMALMATRIX), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%suniform float4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType, C_PROJECTION), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%suniform float4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType, C_MATERIALS), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%suniform float4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType, C_LIGHTS), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%suniform float4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType, C_TEXMATRICES), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%suniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_TRANSFORMMATRICES), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType, C_NORMALMATRICES), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%suniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType, C_POSTTRANSFORMMATRICES), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%suniform float4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType, C_DEPTHPARAMS), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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WRITE(p, "uniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "uniform float4 "I_PROJECTION"[4] %s;\n", WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "uniform float4 "I_MATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "uniform float4 "I_LIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "uniform float4 "I_TEXMATRICES"[24] %s;\n", WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "uniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "uniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_DEPTHPARAMS" %s;\n", WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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@ -170,7 +170,6 @@ struct VideoConfig
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bool bSupportsGLSL;
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bool bSupportsGLSLBinding;
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bool bSupportsGLSLLocation;
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bool bSupportsGLSLUBO;
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} backend_info;
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};
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@ -81,11 +81,6 @@ void PixelShaderCache::Init()
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// Should this be set here?
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_Config.backend_info.bSupportsGLSLBinding = true;
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// This bit doesn't quite work yet, always set to false
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// TODO: Probably just drop this entirely in favour of UBOS
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//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
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g_Config.backend_info.bSupportsGLSLLocation = false;
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
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g_Config.backend_info.bSupportsGLSLUBO = true;
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@ -505,11 +500,6 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
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{
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float f[4] = { f1, f2, f3, f4 };
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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@ -528,11 +518,6 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
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void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f);
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@ -551,11 +536,6 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
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void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, count, f);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(0, const_number, f, count);
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@ -92,7 +92,7 @@ namespace OGL
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glLinkProgram(entry.program.glprogid);
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glUseProgram(entry.program.glprogid);
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@ -247,11 +247,6 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
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buf[1] = f2;
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buf[2] = f3;
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buf[3] = f4;
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, buf);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, buf);
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@ -270,11 +265,6 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
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void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, 1, f);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, f);
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@ -293,11 +283,6 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, count, f);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, f, count);
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@ -324,11 +309,6 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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}
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if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
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{
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glUniform4fv(const_number, count, buf);
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetUniformObjects(1, const_number, buf, count);
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