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gl: Use uniform buffer for transform constants.
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247af0ebbf
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5447521ce5
@ -1064,8 +1064,10 @@ void GLGSRender::oninit_thread()
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m_vbo.create();
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m_ebo.create();
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m_scale_offset_buffer.create(16 * sizeof(float));
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m_vertex_constants_buffer.create(512 * 4 * sizeof(float));
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_scale_offset_buffer.id());
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glBindBufferBase(GL_UNIFORM_BUFFER, 1, m_vertex_constants_buffer.id());
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m_vao.array_buffer = m_vbo;
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m_vao.element_array_buffer = m_ebo;
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@ -1268,12 +1270,10 @@ bool GLGSRender::load_program()
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fill_scale_offset_data(buffer, false);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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for (auto &constant : transform_constants)
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{
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//LOG_WARNING(RSX, "vc[%u] = (%f, %f, %f, %f)", constant.first, constant.second.r, constant.second.g, constant.second.b, constant.second.a);
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__glcheck m_program->uniforms["vc[" + std::to_string(constant.first) + "]"] = constant.second;
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}
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glBindBuffer(GL_UNIFORM_BUFFER, m_vertex_constants_buffer.id());
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buffer = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
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fill_vertex_program_constants_data(buffer);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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for (u32 constant_offset : m_prog_buffer.getFragmentConstantOffsetsCache(&fragment_program))
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{
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@ -76,6 +76,7 @@ private:
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gl::texture m_flip_tex_color;
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gl::buffer m_scale_offset_buffer;
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gl::buffer m_vertex_constants_buffer;
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gl::buffer m_vbo;
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gl::buffer m_ebo;
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@ -46,11 +46,10 @@ void GLVertexDecompilerThread::insertInputs(std::stringstream & OS, const std::v
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void GLVertexDecompilerThread::insertConstants(std::stringstream & OS, const std::vector<ParamType> & constants)
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{
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for (const ParamType PT : constants)
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{
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for (const ParamItem &PI : PT.items)
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OS << "uniform " << PT.type << " " << PI.name << ";" << std::endl;
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}
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OS << "layout(std140, binding = 1) uniform VertexConstantsBuffer" << std::endl;
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OS << "{" << std::endl;
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OS << " vec4 vc[468];" << std::endl;
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OS << "};" << std::endl;
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}
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struct reg_info
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