ShaderGen: Specify attribute/output locations/bindings explicitly

This also shifts the SSBO index from index 3 to index 0.
This commit is contained in:
Stenzek
2016-08-13 00:40:18 +10:00
parent f3cdc6433c
commit d9c034e8cc
6 changed files with 50 additions and 37 deletions

View File

@ -23,7 +23,7 @@ void BoundingBox::Init()
glGenBuffers(1, &s_bbox_buffer_id);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
}
}

View File

@ -554,7 +554,8 @@ void ProgramShaderCache::CreateHeader()
"%s\n" // early-z
"%s\n" // 420pack
"%s\n" // msaa
"%s\n" // Sampler binding
"%s\n" // Input/output/sampler binding
"%s\n" // Varying location
"%s\n" // storage buffer
"%s\n" // shader5
"%s\n" // SSAA
@ -595,9 +596,23 @@ void ProgramShaderCache::CreateHeader()
(g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
"#extension GL_ARB_texture_multisample : enable" :
"",
// Attribute and fragment output bindings are still done via glBindAttribLocation and
// glBindFragDataLocation. In the future this could be moved to the layout qualifier
// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
g_ActiveConfig.backend_info.bSupportsBindingLayout ?
"#define SAMPLER_BINDING(x) layout(binding = x)" :
"#define SAMPLER_BINDING(x)",
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
"#define SAMPLER_BINDING(x) layout(binding = x)\n"
"#define SSBO_BINDING(x) layout(binding = x)\n" :
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing)\n"
"#define SAMPLER_BINDING(x)\n",
// Input/output blocks are matched by name during program linking
"#define VARYING_LOCATION(x)\n",
!is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ?
"#extension GL_ARB_shader_storage_buffer_object : enable" :
"",