OGL: remove ubo workaround

This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
This commit is contained in:
degasus
2014-01-30 16:38:11 +01:00
parent 97119d0e89
commit 6089e4470a
8 changed files with 66 additions and 179 deletions

View File

@ -34,69 +34,13 @@ UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_chec
static char s_glsl_header[1024] = "";
// Annoying sure, can be removed once we drop our UBO workaround
const char *UniformNames[NUM_UNIFORMS] =
{
// PIXEL SHADER UNIFORMS
I_COLORS,
I_KCOLORS,
I_ALPHA,
I_TEXDIMS,
I_ZBIAS ,
I_INDTEXSCALE ,
I_INDTEXMTX,
I_FOG,
I_PLIGHTS,
I_PMATERIALS,
// VERTEX SHADER UNIFORMS
I_POSNORMALMATRIX,
I_PROJECTION ,
I_MATERIALS,
I_LIGHTS,
I_TEXMATRICES,
I_TRANSFORMMATRICES ,
I_NORMALMATRICES ,
I_POSTTRANSFORMMATRICES,
I_DEPTHPARAMS,
};
const static int PSVar_Loc[] = {
offsetof(PixelShaderConstants, colors)/16,
offsetof(PixelShaderConstants, kcolors)/16,
offsetof(PixelShaderConstants, alpha)/16,
offsetof(PixelShaderConstants, texdims)/16,
offsetof(PixelShaderConstants, zbias)/16,
offsetof(PixelShaderConstants, indtexscale)/16,
offsetof(PixelShaderConstants, indtexmtx)/16,
offsetof(PixelShaderConstants, fog)/16,
offsetof(PixelShaderConstants, plights)/16,
offsetof(PixelShaderConstants, pmaterials)/16,
};
const static int VSVar_Loc[] = {
offsetof(VertexShaderConstants, posnormalmatrix)/16,
offsetof(VertexShaderConstants, projection)/16,
offsetof(VertexShaderConstants, materials)/16,
offsetof(VertexShaderConstants, lights)/16,
offsetof(VertexShaderConstants, texmatrices)/16,
offsetof(VertexShaderConstants, transformmatrices)/16,
offsetof(VertexShaderConstants, normalmatrices)/16,
offsetof(VertexShaderConstants, posttransformmatrices)/16,
offsetof(VertexShaderConstants, depthparams)/16,
};
// End of UBO workaround
void SHADER::SetProgramVariables()
{
// glsl shader must be bind to set samplers
Bind();
// Bind UBO
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO && !g_ActiveConfig.backend_info.bSupportShadingLanguage420pack)
if (!g_ActiveConfig.backend_info.bSupportShadingLanguage420pack)
{
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
@ -107,34 +51,6 @@ void SHADER::SetProgramVariables()
glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
// UBO workaround
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
UniformSize[a] = 0;
}
int max_uniforms = 0;
char name[50];
int size;
glGetProgramiv(glprogid, GL_ACTIVE_UNIFORMS, &max_uniforms);
for(int i=0; i<max_uniforms; i++)
{
glGetActiveUniform(glprogid, i, sizeof(name), NULL, &size, NULL, name);
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
if(strstr(name, UniformNames[a]))
{
UniformSize[a] = size;
break;
}
}
}
}
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
{
@ -189,48 +105,27 @@ void SHADER::Bind()
void ProgramShaderCache::UploadConstants()
{
if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if(PixelShaderManager::dirty || VertexShaderManager::dirty)
{
if(PixelShaderManager::dirty || VertexShaderManager::dirty)
{
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
memcpy(buffer.first,
&PixelShaderManager::constants, sizeof(PixelShaderConstants));
memcpy(buffer.first,
&PixelShaderManager::constants, sizeof(PixelShaderConstants));
memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
}
else
{
// UBO workaround
// this must be updated per shader switch, so also update it when it's not dirty
for (unsigned int a = 0; a < 10; ++a)
{
if(last_entry->shader.UniformSize[a] > 0)
glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a]);
}
for (unsigned int a = 0; a < 9; ++a)
{
if(last_entry->shader.UniformSize[a+10] > 0)
glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a]);
}
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
}
GLuint ProgramShaderCache::GetCurrentProgram(void)
@ -462,17 +357,14 @@ void ProgramShaderCache::Init(void)
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
}
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
// Read our shader cache, only if supported
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
@ -542,11 +434,8 @@ void ProgramShaderCache::Shutdown(void)
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
delete s_buffer;
s_buffer = 0;
}
delete s_buffer;
s_buffer = 0;
}
void ProgramShaderCache::CreateHeader ( void )
@ -583,7 +472,7 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n"
, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
, g_ActiveConfig.backend_info.bSupportShadingLanguage420pack ? "#extension GL_ARB_shading_language_420pack : enable" : ""