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

@ -394,14 +394,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("\n");
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140%s) uniform PSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
}
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
else
{
out.Write("cbuffer PSBlock : register(b0) {\n");
}
out.Write("\tint4 " I_COLORS "[4];\n"
"\tint4 " I_KCOLORS "[4];\n"
"\tint4 " I_ALPHA ";\n"
@ -421,14 +417,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("%s", s_lighting_struct);
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140%s) uniform VSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
}
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
{
out.Write("cbuffer VSBlock : register(b1) {\n");
}
out.Write(s_shader_uniforms);
out.Write("};\n");
}
@ -437,7 +429,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
if (ApiType == APIType::OpenGL)
{
out.Write("layout(std140, binding = 3) buffer BBox {\n"
out.Write("SSBO_BINDING(0) buffer BBox {\n"
"\tint4 bbox_data;\n"
"};\n");
}
@ -512,16 +504,22 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (ApiType == APIType::OpenGL)
{
out.Write("out vec4 ocol0;\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("out vec4 ocol1;\n");
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("in VertexData {\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(
out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));