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authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-08 01:51:08 -0600
committerRyan Houdek <Sonicadvance1@gmail.com>2011-12-08 01:51:08 -0600
commit1201988fe4e94720f32f2165ee03d5debf957cd7 (patch)
treec6190f131699fa161e0856db3e764f2a5b80ee15 /Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
parentf77d54ff52c19ae7b61e2bc7e59d5de1a6e22722 (diff)
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp179
1 files changed, 132 insertions, 47 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
index b3e8b09b18..5ee839676c 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
@@ -63,7 +63,6 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram.glprogid;
}
-
void PixelShaderCache::Init()
{
ShaderEnabled = true;
@@ -79,6 +78,12 @@ void PixelShaderCache::Init()
pSetPSConstant4fv = SetGLSLPSConstant4fv;
pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
pCompilePixelShader = CompileGLSLPixelShader;
+ // Should this be set here?
+ if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
+ g_ActiveConfig.backend_info.bSupportsGLSLBinding = true;
+ // This bit doesn't quite work yet, always set to false
+ //if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
+ g_ActiveConfig.backend_info.bSupportsGLSLLocation = false;
}
else
{
@@ -108,56 +113,118 @@ void PixelShaderCache::Init()
if(g_ActiveConfig.bUseGLSL)
{
char pmatrixprog[2048];
- sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
- "uniform sampler2DRect samp0;\n"
- "uniform vec4 "I_COLORS"[7];\n"
- "void main(){\n"
- "vec4 Temp0, Temp1;\n"
- "vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
- "Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
- "Temp0 = Temp0 * "I_COLORS"[%d];\n"
- "Temp0 = Temp0 + K0;\n"
- "Temp0 = floor(Temp0);\n"
- "Temp0 = Temp0 * "I_COLORS"[%d];\n"
- "Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
- "Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
- "Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
- "Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
- "gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
- "}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
- if(!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
+ if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ {
+ sprintf(pmatrixprog, "#version 330 compatibility\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout(binding = 0) uniform sampler2DRect samp0;\n"
+ "uniform vec4 "I_COLORS"[7];\n"
+ "void main(){\n"
+ "vec4 Temp0, Temp1;\n"
+ "vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
+ "Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
+ "Temp0 = Temp0 * "I_COLORS"[%d];\n"
+ "Temp0 = Temp0 + K0;\n"
+ "Temp0 = floor(Temp0);\n"
+ "Temp0 = Temp0 * "I_COLORS"[%d];\n"
+ "Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
+ "gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
+ "}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
+ }
+ else
+ {
+ sprintf(pmatrixprog, "#version 120\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect samp0;\n"
+ "uniform vec4 "I_COLORS"[7];\n"
+ "void main(){\n"
+ "vec4 Temp0, Temp1;\n"
+ "vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
+ "Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
+ "Temp0 = Temp0 * "I_COLORS"[%d];\n"
+ "Temp0 = Temp0 + K0;\n"
+ "Temp0 = floor(Temp0);\n"
+ "Temp0 = Temp0 * "I_COLORS"[%d];\n"
+ "Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
+ "Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
+ "gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
+ "}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
+ }
+ if (!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
- sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
- "uniform sampler2DRect samp0;\n"
- "uniform vec4 "I_COLORS"[5];\n"
- "void main(){\n"
- "vec4 R0, R1, R2;\n"
- "vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
- "vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
- "R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
- "R0.x = R2.x * K0.x;\n"
- "R0.x = floor(R0).x;\n"
- "R0.yzw = (R0 - R0.x).yzw;\n"
- "R0.yzw = (R0 * K0.z).yzw;\n"
- "R0.y = floor(R0).y;\n"
- "R0.zw = (R0 - R0.y).zw;\n"
- "R0.zw = (R0 * K0.z).zw;\n"
- "R0.z = floor(R0).z;\n"
- "R0.w = R0.x;\n"
- "R0 = R0 * K0.y;\n"
- "R0.w = (R0 * K1.x).w;\n"
- "R0.w = floor(R0).w;\n"
- "R0.w = (R0 * K1.y).w;\n"
- "R1.x = dot(R0, "I_COLORS"[%d]);\n"
- "R1.y = dot(R0, "I_COLORS"[%d]);\n"
- "R1.z = dot(R0, "I_COLORS"[%d]);\n"
- "R1.w = dot(R0, "I_COLORS"[%d]);\n"
- "gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
- "}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
- if(!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
+ if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ {
+ sprintf(pmatrixprog, "#version 330 compatibility\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "#extension GL_ARB_shading_language_420pack : enable\n"
+ "layout(binding = 0) uniform sampler2DRect samp0;\n"
+ "uniform vec4 "I_COLORS"[5];\n"
+ "void main(){\n"
+ "vec4 R0, R1, R2;\n"
+ "vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
+ "vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
+ "R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
+ "R0.x = R2.x * K0.x;\n"
+ "R0.x = floor(R0).x;\n"
+ "R0.yzw = (R0 - R0.x).yzw;\n"
+ "R0.yzw = (R0 * K0.z).yzw;\n"
+ "R0.y = floor(R0).y;\n"
+ "R0.zw = (R0 - R0.y).zw;\n"
+ "R0.zw = (R0 * K0.z).zw;\n"
+ "R0.z = floor(R0).z;\n"
+ "R0.w = R0.x;\n"
+ "R0 = R0 * K0.y;\n"
+ "R0.w = (R0 * K1.x).w;\n"
+ "R0.w = floor(R0).w;\n"
+ "R0.w = (R0 * K1.y).w;\n"
+ "R1.x = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.y = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.z = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.w = dot(R0, "I_COLORS"[%d]);\n"
+ "gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
+ "}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
+ }
+ else
+ {
+ sprintf(pmatrixprog, "#version 120\n"
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect samp0;\n"
+ "uniform vec4 "I_COLORS"[5];\n"
+ "void main(){\n"
+ "vec4 R0, R1, R2;\n"
+ "vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
+ "vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
+ "R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
+ "R0.x = R2.x * K0.x;\n"
+ "R0.x = floor(R0).x;\n"
+ "R0.yzw = (R0 - R0.x).yzw;\n"
+ "R0.yzw = (R0 * K0.z).yzw;\n"
+ "R0.y = floor(R0).y;\n"
+ "R0.zw = (R0 - R0.y).zw;\n"
+ "R0.zw = (R0 * K0.z).zw;\n"
+ "R0.z = floor(R0).z;\n"
+ "R0.w = R0.x;\n"
+ "R0 = R0 * K0.y;\n"
+ "R0.w = (R0 * K1.x).w;\n"
+ "R0.w = floor(R0).w;\n"
+ "R0.w = (R0 * K1.y).w;\n"
+ "R1.x = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.y = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.z = dot(R0, "I_COLORS"[%d]);\n"
+ "R1.w = dot(R0, "I_COLORS"[%d]);\n"
+ "gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
+ "}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
+ }
+ if (!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
@@ -398,6 +465,8 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
}
void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
{
+ if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ return;
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
for(int a = 0; a < NUM_UNIFORMS; ++a)
if(!strcmp(name, UniformNames[a]))
@@ -429,6 +498,12 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
+
+ if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ {
+ glUniform4fv(const_number, 1, f);
+ return;
+ }
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
@@ -442,6 +517,11 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
{
+ if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ {
+ glUniform4fv(const_number, 1, f);
+ return;
+ }
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
@@ -455,6 +535,11 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
+ if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ {
+ glUniform4fv(const_number, count, f);
+ return;
+ }
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))