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gl_shader_gen: Require explicit uniform locations.

- Fixes uniform issue on AMD.
This commit is contained in:
bunnei 2015-10-09 19:32:38 -04:00
parent 5ef2df056d
commit 71edb55114
3 changed files with 35 additions and 57 deletions

View File

@ -476,20 +476,14 @@ void RasterizerOpenGL::SetShader() {
std::unique_ptr<TEVShader> shader = Common::make_unique<TEVShader>(); std::unique_ptr<TEVShader> shader = Common::make_unique<TEVShader>();
shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str()); shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
shader->uniform_alphatest_ref = glGetUniformLocation(shader->shader.handle, "alphatest_ref");
shader->uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
shader->uniform_tev_combiner_buffer_color = glGetUniformLocation(shader->shader.handle, "tev_combiner_buffer_color");
shader->uniform_tev_const_colors = glGetUniformLocation(shader->shader.handle, "const_color");
state.draw.shader_program = shader->shader.handle; state.draw.shader_program = shader->shader.handle;
state.Apply(); state.Apply();
// Set the texture samplers to correspond to different texture units // Set the texture samplers to correspond to different texture units
if (shader->uniform_tex != -1) { glUniform1i(PicaShader::Uniform::Texture0, 0);
glUniform1i(shader->uniform_tex, 0); glUniform1i(PicaShader::Uniform::Texture1, 1);
glUniform1i(shader->uniform_tex + 1, 1); glUniform1i(PicaShader::Uniform::Texture2, 2);
glUniform1i(shader->uniform_tex + 2, 2);
}
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
} }
@ -622,8 +616,7 @@ void RasterizerOpenGL::SyncBlendColor() {
void RasterizerOpenGL::SyncAlphaTest() { void RasterizerOpenGL::SyncAlphaTest() {
const auto& regs = Pica::g_state.regs; const auto& regs = Pica::g_state.regs;
if (current_shader->uniform_alphatest_ref != -1) glUniform1i(PicaShader::Uniform::AlphaTestRef, regs.output_merger.alpha_test.ref);
glUniform1i(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref);
} }
void RasterizerOpenGL::SyncLogicOp() { void RasterizerOpenGL::SyncLogicOp() {
@ -654,17 +647,13 @@ void RasterizerOpenGL::SyncDepthTest() {
} }
void RasterizerOpenGL::SyncCombinerColor() { void RasterizerOpenGL::SyncCombinerColor() {
if (current_shader->uniform_tev_combiner_buffer_color != -1) { auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw); glUniform4fv(PicaShader::Uniform::TevCombinerBufferColor, 1, combiner_color.data());
glUniform4fv(current_shader->uniform_tev_combiner_buffer_color, 1, combiner_color.data());
}
} }
void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) { void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
if (current_shader->uniform_tev_const_colors != -1) { auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color); glUniform4fv(PicaShader::Uniform::TevConstColors + stage_index, 1, const_color.data());
glUniform4fv(current_shader->uniform_tev_const_colors + stage_index, 1, const_color.data());
}
} }
void RasterizerOpenGL::SyncDrawState() { void RasterizerOpenGL::SyncDrawState() {

View File

@ -153,36 +153,24 @@ public:
/// Notify rasterizer that a 3DS memory region has been changed /// Notify rasterizer that a 3DS memory region has been changed
void NotifyFlush(PAddr addr, u32 size) override; void NotifyFlush(PAddr addr, u32 size) override;
private: /// OpenGL shader generated for a given Pica register state
/// Structure used for managing texture environment states struct PicaShader {
struct TEVConfigUniforms { /// OpenGL shader resource
GLuint enabled;
GLuint color_sources;
GLuint alpha_sources;
GLuint color_modifiers;
GLuint alpha_modifiers;
GLuint color_alpha_op;
GLuint color_alpha_multiplier;
GLuint const_color;
GLuint updates_combiner_buffer_color_alpha;
};
struct TEVShader {
OGLShader shader; OGLShader shader;
// Hardware fragment shader /// Fragment shader uniforms
GLuint uniform_alphatest_ref; enum Uniform : GLuint {
GLuint uniform_tex; AlphaTestRef = 0,
GLuint uniform_tev_combiner_buffer_color; TevConstColors = 1,
GLuint uniform_tev_const_colors; Texture0 = 7,
Texture1 = 8,
TEVShader() = default; Texture2 = 9,
TEVShader(TEVShader&& o) : shader(std::move(o.shader)), TevCombinerBufferColor = 10,
uniform_alphatest_ref(o.uniform_alphatest_ref), uniform_tex(o.uniform_tex), };
uniform_tev_combiner_buffer_color(o.uniform_tev_combiner_buffer_color),
uniform_tev_const_colors(o.uniform_tev_const_colors) {}
}; };
private:
/// Structure used for storing information about color textures /// Structure used for storing information about color textures
struct TextureInfo { struct TextureInfo {
OGLTexture texture; OGLTexture texture;

View File

@ -321,25 +321,26 @@ static void WriteTevStage(std::string& out, const ShaderCacheKey& config, unsign
std::string GenerateFragmentShader(const ShaderCacheKey& config) { std::string GenerateFragmentShader(const ShaderCacheKey& config) {
std::string out = R"( std::string out = R"(
#version 150 core #version 330
#extension GL_ARB_explicit_uniform_location : require
#define NUM_VTX_ATTR 7 #define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6 #define NUM_TEV_STAGES 6
in vec4 attr[NUM_VTX_ATTR]; in vec4 attr[NUM_VTX_ATTR];
out vec4 color; out vec4 color;
uniform int alphatest_ref;
uniform vec4 const_color[NUM_TEV_STAGES];
uniform sampler2D tex[3];
uniform vec4 tev_combiner_buffer_color;
void main(void) {
vec4 g_combiner_buffer = tev_combiner_buffer_color;
vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
)"; )";
using Uniform = RasterizerOpenGL::PicaShader::Uniform;
out += "layout(location = " + std::to_string(Uniform::AlphaTestRef) + ") uniform int alphatest_ref;\n";
out += "layout(location = " + std::to_string(Uniform::TevConstColors) + ") uniform vec4 const_color[NUM_TEV_STAGES];\n";
out += "layout(location = " + std::to_string(Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
out += "layout(location = " + std::to_string(Uniform::TevCombinerBufferColor) + ") uniform vec4 tev_combiner_buffer_color;\n";
out += "void main() {\n";
out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
out += "vec4 last_tex_env_out = vec4(0.0);\n";
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test // Do not do any sort of processing if it's obvious we're not going to pass the alpha test
if (config.alpha_test_func == Regs::CompareFunc::Never) { if (config.alpha_test_func == Regs::CompareFunc::Never) {
out += "discard; }"; out += "discard; }";
@ -362,7 +363,7 @@ vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
std::string GenerateVertexShader() { std::string GenerateVertexShader() {
static const std::string out = R"( static const std::string out = R"(
#version 150 core #version 330
#define NUM_VTX_ATTR 7 #define NUM_VTX_ATTR 7