renderer_gl: Use explicit bindings (#6940)
* renderer_gl: Use explicit bindings * gl_state: Match shadow order with vulkan
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@ -26,7 +26,7 @@ using VSOutputAttributes = RasterizerRegs::VSOutputAttributes;
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namespace OpenGL {
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const std::string UniformBlockDef = Pica::Shader::BuildShaderUniformDefinitions();
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const std::string UniformBlockDef = Pica::Shader::BuildShaderUniformDefinitions("binding = 0,");
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static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) {
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std::string out;
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@ -1375,22 +1375,22 @@ in vec4 gl_FragCoord;
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layout(location = 0) out vec4 color;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex_normal; //< Used for custom normal maps
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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layout(binding = 0) uniform sampler2D tex0;
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layout(binding = 1) uniform sampler2D tex1;
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layout(binding = 2) uniform sampler2D tex2;
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layout(binding = 3) uniform samplerBuffer texture_buffer_lut_lf;
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layout(binding = 4) uniform samplerBuffer texture_buffer_lut_rg;
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layout(binding = 5) uniform samplerBuffer texture_buffer_lut_rgba;
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layout(binding = 6) uniform samplerCube tex_cube;
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layout(binding = 7) uniform sampler2D tex_normal;
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layout(r32ui) uniform readonly uimage2D shadow_texture_px;
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layout(r32ui) uniform readonly uimage2D shadow_texture_nx;
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layout(r32ui) uniform readonly uimage2D shadow_texture_py;
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layout(r32ui) uniform readonly uimage2D shadow_texture_ny;
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layout(r32ui) uniform readonly uimage2D shadow_texture_pz;
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layout(r32ui) uniform readonly uimage2D shadow_texture_nz;
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layout(r32ui) uniform uimage2D shadow_buffer;
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layout(binding = 0, r32ui) uniform readonly uimage2D shadow_texture_px;
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layout(binding = 1, r32ui) uniform readonly uimage2D shadow_texture_nx;
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layout(binding = 2, r32ui) uniform readonly uimage2D shadow_texture_py;
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layout(binding = 3, r32ui) uniform readonly uimage2D shadow_texture_ny;
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layout(binding = 4, r32ui) uniform readonly uimage2D shadow_texture_pz;
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layout(binding = 5, r32ui) uniform readonly uimage2D shadow_texture_nz;
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layout(binding = 6, r32ui) uniform uimage2D shadow_buffer;
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)";
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out += UniformBlockDef;
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@ -1773,7 +1773,7 @@ std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
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out += R"(
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#define uniforms vs_uniforms
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layout (std140) uniform vs_config {
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layout (binding = 1, std140) uniform vs_config {
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pica_uniforms uniforms;
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};
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@ -87,72 +87,6 @@ static std::tuple<PicaVSConfig, Pica::Shader::ShaderSetup> BuildVSConfigFromRaw(
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return {PicaVSConfig{raw.GetRawShaderConfig().vs, setup}, setup};
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}
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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Pica::Shader::UniformBindings binding,
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std::size_t expected_size) {
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const GLuint ub_index = glGetUniformBlockIndex(shader, name);
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if (ub_index == GL_INVALID_INDEX) {
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return;
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}
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GLint ub_size = 0;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(static_cast<std::size_t>(ub_size) == expected_size,
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"Uniform block size did not match! Got {}, expected {}", static_cast<int>(ub_size),
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expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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static void SetShaderUniformBlockBindings(GLuint shader) {
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SetShaderUniformBlockBinding(shader, "shader_data", Pica::Shader::UniformBindings::Common,
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sizeof(Pica::Shader::UniformData));
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SetShaderUniformBlockBinding(shader, "vs_config", Pica::Shader::UniformBindings::VS,
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sizeof(Pica::Shader::VSUniformData));
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}
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static void SetShaderSamplerBinding(GLuint shader, const char* name,
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TextureUnits::TextureUnit binding) {
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GLint uniform_tex = glGetUniformLocation(shader, name);
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, binding.id);
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}
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}
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static void SetShaderImageBinding(GLuint shader, const char* name, GLuint binding) {
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GLint uniform_tex = glGetUniformLocation(shader, name);
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, static_cast<GLint>(binding));
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}
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}
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static void SetShaderSamplerBindings(GLuint shader) {
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OpenGLState cur_state = OpenGLState::GetCurState();
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GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
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cur_state.Apply();
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// Set the texture samplers to correspond to different texture units
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SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0));
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SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1));
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SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2));
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SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
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SetShaderSamplerBinding(shader, "tex_normal", TextureUnits::TextureNormalMap);
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// Set the texture samplers to correspond to different lookup table texture units
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SetShaderSamplerBinding(shader, "texture_buffer_lut_lf", TextureUnits::TextureBufferLUT_LF);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer);
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SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX);
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SetShaderImageBinding(shader, "shadow_texture_nx", ImageUnits::ShadowTextureNX);
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SetShaderImageBinding(shader, "shadow_texture_py", ImageUnits::ShadowTexturePY);
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SetShaderImageBinding(shader, "shadow_texture_ny", ImageUnits::ShadowTextureNY);
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SetShaderImageBinding(shader, "shadow_texture_pz", ImageUnits::ShadowTexturePZ);
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SetShaderImageBinding(shader, "shadow_texture_nz", ImageUnits::ShadowTextureNZ);
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cur_state.draw.shader_program = old_program;
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cur_state.Apply();
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}
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/**
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* An object representing a shader program staging. It can be either a shader object or a program
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* object, depending on whether separable program is used.
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@ -175,11 +109,6 @@ public:
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shader.Create(source, type);
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OGLProgram& program = std::get<OGLProgram>(shader_or_program);
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program.Create(true, std::array{shader.handle});
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SetShaderUniformBlockBindings(program.handle);
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if (type == GL_FRAGMENT_SHADER) {
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SetShaderSamplerBindings(program.handle);
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}
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}
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}
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@ -192,8 +121,6 @@ public:
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}
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void Inject(OGLProgram&& program) {
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SetShaderUniformBlockBindings(program.handle);
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SetShaderSamplerBindings(program.handle);
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shader_or_program = std::move(program);
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}
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@ -455,9 +382,6 @@ void ShaderProgramManager::ApplyTo(OpenGLState& state) {
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auto& disk_cache = impl->disk_cache;
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disk_cache.SaveDumpToFile(unique_identifier, cached_program.handle,
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VideoCore::g_hw_shader_accurate_mul);
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SetShaderUniformBlockBindings(cached_program.handle);
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SetShaderSamplerBindings(cached_program.handle);
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}
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state.draw.shader_program = cached_program.handle;
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}
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@ -586,8 +510,6 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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OGLProgram shader =
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GeneratePrecompiledProgram(dump.second, supported_formats, impl->separable);
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if (shader.handle != 0) {
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SetShaderUniformBlockBindings(shader.handle);
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SetShaderSamplerBindings(shader.handle);
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impl->program_cache.emplace(unique_identifier, std::move(shader));
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} else {
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LOG_ERROR(Frontend, "Failed to link Precompiled program!");
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@ -32,13 +32,13 @@ constexpr TextureUnit TextureColorBuffer{10};
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} // namespace TextureUnits
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namespace ImageUnits {
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constexpr GLuint ShadowBuffer = 0;
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constexpr GLuint ShadowTexturePX = 1;
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constexpr GLuint ShadowTextureNX = 2;
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constexpr GLuint ShadowTexturePY = 3;
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constexpr GLuint ShadowTextureNY = 4;
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constexpr GLuint ShadowTexturePZ = 5;
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constexpr GLuint ShadowTextureNZ = 6;
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constexpr GLuint ShadowTexturePX = 0;
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constexpr GLuint ShadowTextureNX = 1;
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constexpr GLuint ShadowTexturePY = 2;
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constexpr GLuint ShadowTextureNY = 3;
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constexpr GLuint ShadowTexturePZ = 4;
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constexpr GLuint ShadowTextureNZ = 5;
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constexpr GLuint ShadowBuffer = 6;
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} // namespace ImageUnits
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class OpenGLState {
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