UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.

This commit is contained in:
Ryan Houdek
2011-12-10 07:38:30 -06:00
parent 49664bff61
commit 7ab38cff68
9 changed files with 176 additions and 88 deletions

View File

@ -166,6 +166,12 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
extern const char* WriteBinding(API_TYPE ApiType, const u32 num);
const char *WriteLocation(API_TYPE ApiType);
const char *WriteLocation2(API_TYPE ApiType)
{
static char result[64];
sprintf(result, "uniform ");
return result;
}
const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
{
@ -216,21 +222,22 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
}
// uniforms
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140, binding = 5) uniform VSBlock {\n");
//if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
//WRITE(p, "layout(std140, binding = 2) uniform VSBlock {\n");
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
//if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
//WRITE(p, "};\n");
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation2(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "};\n");
p = GenerateVSOutputStruct(p, components, ApiType);