diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 01:51:08 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-08 01:51:08 -0600 |
| commit | 1201988fe4e94720f32f2165ee03d5debf957cd7 (patch) | |
| tree | c6190f131699fa161e0856db3e764f2a5b80ee15 /Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp | |
| parent | f77d54ff52c19ae7b61e2bc7e59d5de1a6e22722 (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.cpp | 179 |
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)) |
