mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-05-09 12:08:05 +03:00
Set Sampler values at program make time instead of every frame. Fix an issue when The user had UBO support but not Binding support.
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parent
73c3f198f4
commit
b837ae25fc
6 changed files with 79 additions and 176 deletions
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@ -119,141 +119,81 @@ void PixelShaderCache::Init()
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if(g_ActiveConfig.bUseGLSL)
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{
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char pmatrixprog[2048];
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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sprintf(pmatrixprog, "#version 330 compatibility\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[7];\n"
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"%s\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140, binding = 1) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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else
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{
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sprintf(pmatrixprog, "#version 120\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[7];\n"
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"%s\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[7];\n"
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"%s\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * "I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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{
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sprintf(pmatrixprog, "#version 330 compatibility\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(binding = 0) uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[5];\n"
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"%s\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, "I_COLORS"[%d]);\n"
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"R1.y = dot(R0, "I_COLORS"[%d]);\n"
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"R1.z = dot(R0, "I_COLORS"[%d]);\n"
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"R1.w = dot(R0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140, binding = 1) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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else
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{
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sprintf(pmatrixprog, "#version 120\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[5];\n"
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"%s\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, "I_COLORS"[%d]);\n"
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"R1.y = dot(R0, "I_COLORS"[%d]);\n"
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"R1.z = dot(R0, "I_COLORS"[%d]);\n"
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"R1.w = dot(R0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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}
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 "I_COLORS"[5];\n"
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"%s\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, "I_COLORS"[%d]);\n"
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"R1.y = dot(R0, "I_COLORS"[%d]);\n"
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"R1.z = dot(R0, "I_COLORS"[%d]);\n"
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"R1.w = dot(R0, "I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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@ -492,23 +432,6 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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ps.bGLSL = true;
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return true;
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}
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void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return;
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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if (!strcmp(name, UniformNames[a]))
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{
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if(tmp.UniformLocations[a] == -1)
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return;
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else
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{
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glUniform1i(tmp.UniformLocations[a], Tex);
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return;
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}
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}
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}
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void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
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