OGL: Fix abstract pipelines on drivers without binding layout support

This commit is contained in:
Stenzek 2018-03-03 19:10:45 +10:00
parent 00204dc988
commit a61fcb0088

View File

@ -98,37 +98,40 @@ static std::string GetGLSLVersionString()
void SHADER::SetProgramVariables()
{
if (g_ActiveConfig.backend_info.bSupportsBindingLayout)
return;
// To set uniform blocks/uniforms, the program must be active. We restore the
// current binding at the end of this method to maintain the invariant.
glUseProgram(glprogid);
// Bind UBO and texture samplers
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
if (UBERBlock_id != -1)
glUniformBlockBinding(glprogid, UBERBlock_id, 4);
// Bind Texture Samplers
for (int a = 0; a < 10; ++a)
{
// glsl shader must be bind to set samplers if we don't support binding layout
Bind();
std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
if (UBERBlock_id != -1)
glUniformBlockBinding(glprogid, UBERBlock_id, 4);
// Bind Texture Samplers
for (int a = 0; a <= 9; ++a)
{
std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name.c_str());
if (loc != -1)
glUniform1i(loc, a);
}
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name.c_str());
if (loc != -1)
glUniform1i(loc, a);
}
// Restore previous program binding.
glUseProgram(CurrentProgram);
}
void SHADER::SetProgramBindings(bool is_compute)
@ -956,6 +959,9 @@ const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const OGLShader* v
return iter->second.get();
}
// Set program variables on the shader which will be returned.
// This is only needed for drivers which don't support binding layout.
prog->shader.SetProgramVariables();
auto ip = pipelineprograms.emplace(key, std::move(prog));
return ip.first->second.get();
}