mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 09:09:52 -06:00
Add in UBOs, doesn't work yet. Still debugging here.
This commit is contained in:

committed by
Sonicadvance1

parent
5f0f26ef35
commit
4a84c6f742
@ -82,8 +82,13 @@ void PixelShaderCache::Init()
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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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UpdateActiveConfig();
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}
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else
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@ -466,11 +471,11 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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{
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if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return;
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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if(!strcmp(name, UniformNames[a]))
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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if (!strcmp(name, UniformNames[a]))
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{
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if(tmp.UniformLocations[a] == -1)
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return;
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@ -484,8 +489,8 @@ void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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if(!strcmp(name, UniformNames[a]))
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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if (!strcmp(name, UniformNames[a]))
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{
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if(tmp.UniformLocations[a] == -1)
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return;
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@ -500,14 +505,19 @@ 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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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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for( unsigned int a = 0; a < 10; ++a)
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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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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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@ -518,14 +528,19 @@ 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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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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for( unsigned int a = 0; a < 10; ++a)
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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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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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@ -536,14 +551,19 @@ 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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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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for( unsigned int a = 0; a < 10; ++a)
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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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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
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@ -14,12 +14,15 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "ProgramShaderCache.h"
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#include <assert.h>
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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::UBOBuffers[2];
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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@ -85,12 +88,14 @@ namespace OGL
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// Let's attach everything
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if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
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glAttachShader(entry.program.glprogid, entry.program.vsid);
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glLinkProgram(entry.program.glprogid);
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//checkForGLError("linking program");
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glUseProgram(entry.program.glprogid);
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//checkForGLError("using program");
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glUseProgram(entry.program.glprogid);
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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@ -122,18 +127,40 @@ namespace OGL
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.program.glprogid;
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}
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void ProgramShaderCache::SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count)
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{
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assert(Buffer > 1);
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[Buffer]);
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// glBufferSubData expects data in bytes, so multiply count by four
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// Expects the offset in bytes as well, so multiply by *4 *4 since we are passing in a vec4 location
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glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4, (void*)&f[0]);
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLint ProgramShaderCache::GetAttr(int num)
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{
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return pshaders[CurrentShaderProgram].program.attrLoc[num];
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}
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram()
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram].program;
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}
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void ProgramShaderCache::Init(void)
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{
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glGenBuffers(2, UBOBuffers);
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[0]);
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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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glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, 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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glBindBufferBase(GL_UNIFORM_BUFFER, 0, UBOBuffers[0]);
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// Repeat for VS shader
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glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
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glBufferData(GL_UNIFORM_BUFFER, C_VENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[1]);
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}
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void ProgramShaderCache::Shutdown(void)
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{
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PCache::iterator iter = pshaders.begin();
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@ -94,11 +94,17 @@ class ProgramShaderCache
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static PCache pshaders;
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static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
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static std::pair<u64, u64> CurrentShaderProgram;
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// For UBOS
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static GLuint UBOBuffers[2]; // PS is 0, VS is 1
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public:
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static PROGRAMSHADER GetShaderProgram();
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static PROGRAMSHADER GetShaderProgram(void);
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static GLint GetAttr(int num);
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static void SetBothShaders(GLuint PS, GLuint VS);
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static GLuint GetCurrentProgram(void);
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static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
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static void Init(void);
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static void Shutdown(void);
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};
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@ -231,7 +231,8 @@ void VertexManager::vFlush()
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if(g_ActiveConfig.bUseGLSL)
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{
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ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
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PixelShaderManager::SetConstants(); // Need to set these again
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if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
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if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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for (int i = 0; i < 8; i++)
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@ -252,6 +252,11 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
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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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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
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@ -270,6 +275,11 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
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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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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
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@ -288,6 +298,11 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
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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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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
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@ -314,6 +329,11 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
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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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return;
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}
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for( unsigned int a = 0; a < 9; ++a)
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{
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if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
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@ -83,6 +83,7 @@ Make AA apply instantly during gameplay if possible
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "ProgramShaderCache.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "TextureConverter.h"
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@ -200,6 +201,7 @@ void VideoBackend::Video_Prepare()
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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ProgramShaderCache::Init();
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PostProcessing::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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@ -227,6 +229,7 @@ void VideoBackend::Shutdown()
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// And need to be called from the video thread
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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ProgramShaderCache::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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