OpenGL: use shader 420pack if available to staticly bind ubo location

Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.
This commit is contained in:
degasus
2014-01-05 10:38:45 +01:00
parent 4fff5ac90d
commit c42f274e22
5 changed files with 8 additions and 4 deletions

View File

@ -84,7 +84,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// uniforms
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("layout(std140) uniform VSBlock {\n");
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportShadingLanguage420pack ? ", binding = 2" : "");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PROJECTION, "float4", I_PROJECTION"[4]");