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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
This commit is contained in:

committed by
Sonicadvance1

parent
5bcbf92f43
commit
5b06bbf87d
@ -74,6 +74,14 @@ const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char *WriteLocation(API_TYPE ApiType)
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{
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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return "";
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static char result[64];
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sprintf(result, "uniform ");
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return result;
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}
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// block dimensions : widthStride, heightStride
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// texture dims : width, height, x offset, y offset
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@ -82,7 +90,13 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : "");
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WRITE(p, "%sfloat4 "I_COLORS"[2] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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@ -168,7 +182,11 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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// [0] left, top, right, bottom of source rectangle within source texture
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// [1] width and height of destination texture in pixels
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// Two were merged for GLSL
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WRITE(p, "uniform float4 "I_COLORS"[2] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : "");
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WRITE(p, "%sfloat4 "I_COLORS"[2] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
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float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
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@ -839,10 +857,13 @@ const char *GenerateEncodingShader(u32 format,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)
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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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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\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.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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