summaryrefslogtreecommitdiff
path: root/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
diff options
context:
space:
mode:
authorPierre Bourdon <delroth@gmail.com>2011-12-11 11:14:02 +0100
committerPierre Bourdon <delroth@gmail.com>2011-12-11 11:14:02 +0100
commitdf283a56a0bc09a455e50ada1aa7e9116a276b44 (patch)
treec70402bba6fd15e51cafae5d0c803f69463c3673 /Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
parent014c474024e28e77d2bb72e0af7acb31850fba64 (diff)
More coding style fixes because I suck at sed
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp214
1 files changed, 107 insertions, 107 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
index 15a5ff42a8..e43dfa9798 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
@@ -27,116 +27,116 @@ namespace OGL
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
- // SAMPLERS
- "samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
- // 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,
- };
+ // SAMPLERS
+ "samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
+ // 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,
+ };
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
{
- PROGRAMUID uid;
- CurrentFShader = PS;
- CurrentVShader = VS;
-
-
- GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
-
- if(uid.uid.id == 0)
- {
- CurrentProgram = 0;
- glUseProgram(0);
- return;
- }
-
- // Fragment shaders can survive without Vertex Shaders
- // We have a valid fragment shader, let's create our program
- std::pair<u64, u64> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
- PCache::iterator iter = pshaders.find(ShaderPair);
- if (iter != pshaders.end())
- {
- PCacheEntry &entry = iter->second;
- glUseProgram(entry.program.glprogid);
- CurrentShaderProgram = ShaderPair;
- CurrentProgram = entry.program.glprogid;
- return;
- }
- PCacheEntry entry;
- entry.program.vsid = CurrentVShader;
- entry.program.psid = CurrentFShader;
- entry.program.glprogid = glCreateProgram();
-
- // Right, the program is created now
- // Let's attach everything
- if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
- glAttachShader(entry.program.glprogid, entry.program.vsid);
-
- glAttachShader(entry.program.glprogid, entry.program.psid);
-
- glLinkProgram(entry.program.glprogid);
-
- glUseProgram(entry.program.glprogid);
-
- // Dunno why this is needed when I have the binding
- // points statically set in the shader source
- // We should only need these two functions when we don't support binding but do support UBO
- // Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
- //if(!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
- {
+ PROGRAMUID uid;
+ CurrentFShader = PS;
+ CurrentVShader = VS;
+
+
+ GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
+
+ if(uid.uid.id == 0)
+ {
+ CurrentProgram = 0;
+ glUseProgram(0);
+ return;
+ }
+
+ // Fragment shaders can survive without Vertex Shaders
+ // We have a valid fragment shader, let's create our program
+ std::pair<u64, u64> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
+ PCache::iterator iter = pshaders.find(ShaderPair);
+ if (iter != pshaders.end())
+ {
+ PCacheEntry &entry = iter->second;
+ glUseProgram(entry.program.glprogid);
+ CurrentShaderProgram = ShaderPair;
+ CurrentProgram = entry.program.glprogid;
+ return;
+ }
+ PCacheEntry entry;
+ entry.program.vsid = CurrentVShader;
+ entry.program.psid = CurrentFShader;
+ entry.program.glprogid = glCreateProgram();
+
+ // Right, the program is created now
+ // Let's attach everything
+ if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
+ glAttachShader(entry.program.glprogid, entry.program.vsid);
+
+ glAttachShader(entry.program.glprogid, entry.program.psid);
+
+ glLinkProgram(entry.program.glprogid);
+
+ glUseProgram(entry.program.glprogid);
+
+ // Dunno why this is needed when I have the binding
+ // points statically set in the shader source
+ // We should only need these two functions when we don't support binding but do support UBO
+ // Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
+ //if(!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ {
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
}
- // We cache our uniform locations for now
- // Once we move up to a newer version of GLSL, ~1.30
- // We can remove this
-
- //For some reason this fails on my hardware
- //glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
- //Got to do it this crappy way.
- if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ // We cache our uniform locations for now
+ // Once we move up to a newer version of GLSL, ~1.30
+ // We can remove this
+
+ //For some reason this fails on my hardware
+ //glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
+ //Got to do it this crappy way.
+ if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 0; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
- // Need to get some attribute locations
- if(uid.uid.vsid != 0) // We have no vertex Shader
- {
- entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
- entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
- entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
- if(entry.program.attrLoc[0] > 0)
- glEnableVertexAttribArray(entry.program.attrLoc[0]);
- if(entry.program.attrLoc[1] > 0)
- glEnableVertexAttribArray(entry.program.attrLoc[1]);
- if(entry.program.attrLoc[2] > 0)
- glEnableVertexAttribArray(entry.program.attrLoc[2]);
- }
- else
- entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
-
-
- pshaders[ShaderPair] = entry;
- CurrentShaderProgram = ShaderPair;
- CurrentProgram = entry.program.glprogid;
+ // Need to get some attribute locations
+ if(uid.uid.vsid != 0) // We have no vertex Shader
+ {
+ entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
+ entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
+ entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
+ if(entry.program.attrLoc[0] > 0)
+ glEnableVertexAttribArray(entry.program.attrLoc[0]);
+ if(entry.program.attrLoc[1] > 0)
+ glEnableVertexAttribArray(entry.program.attrLoc[1]);
+ if(entry.program.attrLoc[2] > 0)
+ glEnableVertexAttribArray(entry.program.attrLoc[2]);
+ }
+ else
+ entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
+
+
+ pshaders[ShaderPair] = entry;
+ CurrentShaderProgram = ShaderPair;
+ CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count)
{
@@ -158,11 +158,11 @@ namespace OGL
GLint ProgramShaderCache::GetAttr(int num)
{
- return pshaders[CurrentShaderProgram].program.attrLoc[num];
+ return pshaders[CurrentShaderProgram].program.attrLoc[num];
}
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
{
- return pshaders[CurrentShaderProgram].program;
+ return pshaders[CurrentShaderProgram].program;
}
void ProgramShaderCache::Init(void)
{
@@ -190,11 +190,11 @@ namespace OGL
}
void ProgramShaderCache::Shutdown(void)
{
- PCache::iterator iter = pshaders.begin();
- for (; iter != pshaders.end(); iter++)
- iter->second.Destroy();
- pshaders.clear();
- glDeleteBuffers(2, UBOBuffers);
+ PCache::iterator iter = pshaders.begin();
+ for (; iter != pshaders.end(); iter++)
+ iter->second.Destroy();
+ pshaders.clear();
+ glDeleteBuffers(2, UBOBuffers);
}
}