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

@ -283,23 +283,23 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
}
out.Write("\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_OPENGL)
out.Write("layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportShadingLanguage420pack ? ", binding = 1" : "");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_COLORS, "float4", I_COLORS"[4]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_KCOLORS, "float4", I_KCOLORS"[4]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_ALPHA, "float4", I_ALPHA"[1]"); // TODO: Why is this an array...-.-
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TEXDIMS, "float4", I_TEXDIMS"[8]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_ZBIAS, "float4", I_ZBIAS"[2]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_INDTEXSCALE, "float4", I_INDTEXSCALE"[2]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_INDTEXMTX, "float4", I_INDTEXMTX"[6]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_FOG, "float4", I_FOG"[3]");
DeclareUniform(out, ApiType, C_COLORS, "float4", I_COLORS"[4]");
DeclareUniform(out, ApiType, C_KCOLORS, "float4", I_KCOLORS"[4]");
DeclareUniform(out, ApiType, C_ALPHA, "float4", I_ALPHA"[1]"); // TODO: Why is this an array...-.-
DeclareUniform(out, ApiType, C_TEXDIMS, "float4", I_TEXDIMS"[8]");
DeclareUniform(out, ApiType, C_ZBIAS, "float4", I_ZBIAS"[2]");
DeclareUniform(out, ApiType, C_INDTEXSCALE, "float4", I_INDTEXSCALE"[2]");
DeclareUniform(out, ApiType, C_INDTEXMTX, "float4", I_INDTEXMTX"[6]");
DeclareUniform(out, ApiType, C_FOG, "float4", I_FOG"[3]");
// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PLIGHTS, "float4", I_PLIGHTS"[40]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[40]");
DeclareUniform(out, ApiType, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_OPENGL)
out.Write("};\n");
if (ApiType == API_OPENGL)