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authordegasus <wickmarkus@web.de>2014-01-30 16:38:11 +0100
committerdegasus <wickmarkus@web.de>2014-02-01 22:33:45 +0100
commit6089e4470ab2636c9c8d697905ee79135e33072f (patch)
treef3a927c2f0d225acecebde906209c380f8c4b79f /Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
parent97119d0e89d18f05bff0e501c15be23b428abfb8 (diff)
OGL: remove ubo workaround
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp157
1 files changed, 23 insertions, 134 deletions
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index 000398c787..6804417938 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -34,69 +34,13 @@ UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_chec
static char s_glsl_header[1024] = "";
-
-
-// Annoying sure, can be removed once we drop our UBO workaround
-
-const char *UniformNames[NUM_UNIFORMS] =
-{
- // PIXEL SHADER UNIFORMS
- I_COLORS,
- I_KCOLORS,
- I_ALPHA,
- I_TEXDIMS,
- I_ZBIAS ,
- I_INDTEXSCALE ,
- I_INDTEXMTX,
- I_FOG,
- I_PLIGHTS,
- I_PMATERIALS,
- // VERTEX SHADER UNIFORMS
- I_POSNORMALMATRIX,
- I_PROJECTION ,
- I_MATERIALS,
- I_LIGHTS,
- I_TEXMATRICES,
- I_TRANSFORMMATRICES ,
- I_NORMALMATRICES ,
- I_POSTTRANSFORMMATRICES,
- I_DEPTHPARAMS,
-};
-
-const static int PSVar_Loc[] = {
- offsetof(PixelShaderConstants, colors)/16,
- offsetof(PixelShaderConstants, kcolors)/16,
- offsetof(PixelShaderConstants, alpha)/16,
- offsetof(PixelShaderConstants, texdims)/16,
- offsetof(PixelShaderConstants, zbias)/16,
- offsetof(PixelShaderConstants, indtexscale)/16,
- offsetof(PixelShaderConstants, indtexmtx)/16,
- offsetof(PixelShaderConstants, fog)/16,
- offsetof(PixelShaderConstants, plights)/16,
- offsetof(PixelShaderConstants, pmaterials)/16,
-};
-
-const static int VSVar_Loc[] = {
- offsetof(VertexShaderConstants, posnormalmatrix)/16,
- offsetof(VertexShaderConstants, projection)/16,
- offsetof(VertexShaderConstants, materials)/16,
- offsetof(VertexShaderConstants, lights)/16,
- offsetof(VertexShaderConstants, texmatrices)/16,
- offsetof(VertexShaderConstants, transformmatrices)/16,
- offsetof(VertexShaderConstants, normalmatrices)/16,
- offsetof(VertexShaderConstants, posttransformmatrices)/16,
- offsetof(VertexShaderConstants, depthparams)/16,
-};
-
-// End of UBO workaround
-
void SHADER::SetProgramVariables()
{
// glsl shader must be bind to set samplers
Bind();
// Bind UBO
- if (g_ActiveConfig.backend_info.bSupportsGLSLUBO && !g_ActiveConfig.backend_info.bSupportShadingLanguage420pack)
+ if (!g_ActiveConfig.backend_info.bSupportShadingLanguage420pack)
{
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
@@ -107,34 +51,6 @@ void SHADER::SetProgramVariables()
glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
- // UBO workaround
- if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
- {
- for (int a = 0; a < NUM_UNIFORMS; ++a)
- {
- UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
- UniformSize[a] = 0;
- }
-
- int max_uniforms = 0;
- char name[50];
- int size;
-
- glGetProgramiv(glprogid, GL_ACTIVE_UNIFORMS, &max_uniforms);
- for(int i=0; i<max_uniforms; i++)
- {
- glGetActiveUniform(glprogid, i, sizeof(name), NULL, &size, NULL, name);
- for (int a = 0; a < NUM_UNIFORMS; ++a)
- {
- if(strstr(name, UniformNames[a]))
- {
- UniformSize[a] = size;
- break;
- }
- }
- }
- }
-
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
{
@@ -189,48 +105,27 @@ void SHADER::Bind()
void ProgramShaderCache::UploadConstants()
{
- if(g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ if(PixelShaderManager::dirty || VertexShaderManager::dirty)
{
- if(PixelShaderManager::dirty || VertexShaderManager::dirty)
- {
- auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
+ auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
- memcpy(buffer.first,
- &PixelShaderManager::constants, sizeof(PixelShaderConstants));
+ memcpy(buffer.first,
+ &PixelShaderManager::constants, sizeof(PixelShaderConstants));
- memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
- &VertexShaderManager::constants, sizeof(VertexShaderConstants));
+ memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
+ &VertexShaderManager::constants, sizeof(VertexShaderConstants));
- s_buffer->Unmap(s_ubo_buffer_size);
- glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
- sizeof(PixelShaderConstants));
- glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
- sizeof(VertexShaderConstants));
+ s_buffer->Unmap(s_ubo_buffer_size);
+ glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
+ sizeof(PixelShaderConstants));
+ glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
+ sizeof(VertexShaderConstants));
- PixelShaderManager::dirty = false;
- VertexShaderManager::dirty = false;
-
- ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
- }
- }
- else
- {
- // UBO workaround
- // this must be updated per shader switch, so also update it when it's not dirty
- for (unsigned int a = 0; a < 10; ++a)
- {
- if(last_entry->shader.UniformSize[a] > 0)
- glUniform4fv(last_entry->shader.UniformLocations[a], last_entry->shader.UniformSize[a], (float*) &PixelShaderManager::constants + 4*PSVar_Loc[a]);
- }
- for (unsigned int a = 0; a < 9; ++a)
- {
- if(last_entry->shader.UniformSize[a+10] > 0)
- glUniform4fv(last_entry->shader.UniformLocations[a+10], last_entry->shader.UniformSize[a+10], (float*) &VertexShaderManager::constants + 4*VSVar_Loc[a]);
- }
+ PixelShaderManager::dirty = false;
+ VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
-
}
GLuint ProgramShaderCache::GetCurrentProgram(void)
@@ -462,17 +357,14 @@ void ProgramShaderCache::Init(void)
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
- if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
- {
- glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
- s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
+ s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
- // We multiply by *4*4 because we need to get down to basic machine units.
- // So multiply by four to get how many floats we have from vec4s
- // Then once more to get bytes
- s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
- }
+ // We multiply by *4*4 because we need to get down to basic machine units.
+ // So multiply by four to get how many floats we have from vec4s
+ // Then once more to get bytes
+ s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
// Read our shader cache, only if supported
if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
@@ -542,11 +434,8 @@ void ProgramShaderCache::Shutdown(void)
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
- if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
- {
- delete s_buffer;
- s_buffer = 0;
- }
+ delete s_buffer;
+ s_buffer = 0;
}
void ProgramShaderCache::CreateHeader ( void )
@@ -583,7 +472,7 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n"
, v==GLSLES3 ? "#version 300 es" : v==GLSL_130 ? "#version 130" : v==GLSL_140 ? "#version 140" : "#version 150"
- , g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
+ , v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, g_ActiveConfig.backend_info.bSupportsEarlyZ ? "#extension GL_ARB_shader_image_load_store : enable" : ""
, g_ActiveConfig.backend_info.bSupportShadingLanguage420pack ? "#extension GL_ARB_shading_language_420pack : enable" : ""