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gl_shader_manager: Update pipeline when programs have changed

This commit is contained in:
ReinUsesLisp 2018-11-29 03:24:21 -03:00
parent 7befe0134d
commit e8620eaa9a
1 changed files with 17 additions and 4 deletions

View File

@ -60,6 +60,17 @@ public:
}
void ApplyTo(OpenGLState& state) {
UpdatePipeline();
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
state.geometry_shaders.enabled = (gs != 0);
}
private:
void UpdatePipeline() {
// Avoid updating the pipeline when values have no changed
if (old_vs == vs && old_fs == fs && old_gs == gs)
return;
// Workaround for AMD bug
glUseProgramStages(pipeline.handle,
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
@ -68,14 +79,16 @@ public:
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, gs);
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
state.geometry_shaders.enabled = (gs != 0);
// Update the old values
old_vs = vs;
old_fs = fs;
old_gs = gs;
}
private:
OGLPipeline pipeline;
GLuint vs{}, fs{}, gs{};
GLuint old_vs{}, old_fs{}, old_gs{};
};
} // namespace OpenGL::GLShader