Use sampler buffers in vertex shaders

This commit is contained in:
O1L 2016-06-18 00:36:20 +03:00 committed by DHrpcs3
parent 8637754d6a
commit 1778113b71
3 changed files with 14 additions and 6 deletions

View File

@ -582,7 +582,7 @@ bool GLGSRender::load_program()
glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_ring_buffer->get_buffer().id(), scale_offset_offset, 512); glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_ring_buffer->get_buffer().id(), scale_offset_offset, 512);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_ring_buffer->get_buffer().id(), vertex_constants_offset, 512 * 16); glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_ring_buffer->get_buffer().id(), vertex_constants_offset, 512 * 16);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, m_uniform_ring_buffer->get_buffer().id(), fragment_constants_offset, fragment_constants_sz); //glBindBufferRange(GL_UNIFORM_BUFFER, 2, m_uniform_ring_buffer->get_buffer().id(), fragment_constants_offset, fragment_constants_sz);
return true; return true;
} }

View File

@ -7,7 +7,7 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
{ {
rsx::complete_shader result; rsx::complete_shader result;
result.decompiled = &shader; result.decompiled = &shader;
result.code = "#version 420\n\n"; result.code = "#version 430\n\n";
if (shader.raw->type == rsx::program_type::vertex) if (shader.raw->type == rsx::program_type::vertex)
{ {
@ -80,6 +80,7 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
std::string prepare; std::string prepare;
std::string finalize; std::string finalize;
int location = 1;
switch (shader.raw->type) switch (shader.raw->type)
{ {
@ -245,9 +246,11 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
result.code += "out vec4 wpos;\n"; result.code += "out vec4 wpos;\n";
// TODO
if (1) if (1)
{ {
finalize += "\tgl_Position = o0;\n"; finalize += "\tgl_Position = o0;\n";
finalize += "\tgl_Position = gl_Position * viewport_matrix;\n";
} }
else else
{ {
@ -261,7 +264,12 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
{ {
if (shader.input_attributes & (1 << index)) if (shader.input_attributes & (1 << index))
{ {
result.code += "in vec4 " + rsx::vertex_program::input_attrib_names[index] + ";\n"; // result.code += "in vec4 " + rsx::vertex_program::input_attrib_names[index] + ";\n";
// TODO: use actual information about vertex inputs
result.code += "layout(location=" + std::to_string(location++) + ") uniform samplerBuffer " + rsx::vertex_program::input_attrib_names[index] + "_buffer" + ";\n";
result.code += "vec4 " + rsx::vertex_program::input_attrib_names[index]
+ " = texelFetch(" + rsx::vertex_program::input_attrib_names[index] + "_buffer, gl_VertexID).rgba;\n";
} }
} }

View File

@ -235,7 +235,7 @@ u32 GLGSRender::set_vertex_buffer()
auto &vertex_info = vertex_arrays_info[index]; auto &vertex_info = vertex_arrays_info[index];
int location; int location;
if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location)) if (!m_program->uniforms.has_location(rsx::vertex_program::input_attrib_names[index] + "_buffer", &location))
continue; continue;
if (!vertex_info.size) // disabled, bind a null sampler if (!vertex_info.size) // disabled, bind a null sampler
@ -303,7 +303,7 @@ u32 GLGSRender::set_vertex_buffer()
for (int index = 0; index < rsx::limits::vertex_count; ++index) for (int index = 0; index < rsx::limits::vertex_count; ++index)
{ {
int location; int location;
if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location)) if (!m_program->uniforms.has_location(rsx::vertex_program::input_attrib_names[index] + "_buffer", &location))
continue; continue;
bool enabled = !!(input_mask & (1 << index)); bool enabled = !!(input_mask & (1 << index));