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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
OGL: update ubo workaround
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@ -63,34 +63,30 @@ const char *UniformNames[NUM_UNIFORMS] =
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I_DEPTHPARAMS,
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};
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struct s_svar
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{
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const unsigned int reg;
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const unsigned int size;
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const static int PSVar_Loc[] = {
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offsetof(PixelShaderConstants, colors)/16,
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offsetof(PixelShaderConstants, kcolors)/16,
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offsetof(PixelShaderConstants, alpha)/16,
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offsetof(PixelShaderConstants, texdims)/16,
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offsetof(PixelShaderConstants, zbias)/16,
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offsetof(PixelShaderConstants, indtexscale)/16,
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offsetof(PixelShaderConstants, indtexmtx)/16,
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offsetof(PixelShaderConstants, fog)/16,
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offsetof(PixelShaderConstants, plights)/16,
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offsetof(PixelShaderConstants, pmaterials)/16,
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};
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const s_svar PSVar_Loc[] = { {C_COLORS, 4 },
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{C_KCOLORS, 4 },
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{C_ALPHA, 1 },
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{C_TEXDIMS, 8 },
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{C_ZBIAS, 2 },
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{C_INDTEXSCALE, 2 },
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{C_INDTEXMTX, 6 },
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{C_FOG, 3 },
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{C_PLIGHTS, 40 },
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{C_PMATERIALS, 4 },
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};
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const s_svar VSVar_Loc[] = { {C_POSNORMALMATRIX, 6 },
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{C_PROJECTION, 4 },
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{C_MATERIALS, 4 },
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{C_LIGHTS, 40 },
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{C_TEXMATRICES, 24 },
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{C_TRANSFORMMATRICES, 64 },
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{C_NORMALMATRICES, 32 },
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{C_POSTTRANSFORMMATRICES, 64 },
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{C_DEPTHPARAMS, 1 },
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};
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const static int VSVar_Loc[] = {
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offsetof(VertexShaderConstants, posnormalmatrix)/16,
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offsetof(VertexShaderConstants, projection)/16,
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offsetof(VertexShaderConstants, materials)/16,
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offsetof(VertexShaderConstants, lights)/16,
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offsetof(VertexShaderConstants, texmatrices)/16,
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offsetof(VertexShaderConstants, transformmatrices)/16,
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offsetof(VertexShaderConstants, normalmatrices)/16,
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offsetof(VertexShaderConstants, posttransformmatrices)/16,
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offsetof(VertexShaderConstants, depthparams)/16,
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};
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// End of UBO workaround
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@ -221,12 +217,12 @@ void ProgramShaderCache::UploadConstants()
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for (unsigned int a = 0; a < 10; ++a)
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{
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if(last_entry->shader.UniformSize[a] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a].reg);
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glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a]);
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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(last_entry->shader.UniformSize[a+10] > 0)
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glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a].reg);
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glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a]);
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}
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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