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, 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;
}

View File

@ -7,7 +7,7 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
{
rsx::complete_shader result;
result.decompiled = &shader;
result.code = "#version 420\n\n";
result.code = "#version 430\n\n";
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 finalize;
int location = 1;
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";
// TODO
if (1)
{
finalize += "\tgl_Position = o0;\n";
finalize += "\tgl_Position = gl_Position * viewport_matrix;\n";
}
else
{
@ -261,7 +264,12 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
{
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];
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;
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)
{
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;
bool enabled = !!(input_mask & (1 << index));