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Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp260
1 files changed, 130 insertions, 130 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
index d66fd9ec19..15a5ff42a8 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
@@ -21,123 +21,123 @@
#include <assert.h>
namespace OGL
{
- GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
- ProgramShaderCache::PCache ProgramShaderCache::pshaders;
- GLuint ProgramShaderCache::UBOBuffers[2];
-
- 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,
- };
-
- 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)
- {
+ GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
+ ProgramShaderCache::PCache ProgramShaderCache::pshaders;
+ GLuint ProgramShaderCache::UBOBuffers[2];
+
+ 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,
+ };
+
+ 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)
+ {
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)
{
assert(Buffer > 1);
@@ -154,16 +154,16 @@ namespace OGL
glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4 * 4, f);
}
- GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
-
- GLint ProgramShaderCache::GetAttr(int num)
- {
- return pshaders[CurrentShaderProgram].program.attrLoc[num];
- }
- PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
- {
- return pshaders[CurrentShaderProgram].program;
- }
+ GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
+
+ GLint ProgramShaderCache::GetAttr(int num)
+ {
+ return pshaders[CurrentShaderProgram].program.attrLoc[num];
+ }
+ PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
+ {
+ return pshaders[CurrentShaderProgram].program;
+ }
void ProgramShaderCache::Init(void)
{
// We have to get the UBO alignment here because
@@ -188,18 +188,18 @@ namespace OGL
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
}
- void ProgramShaderCache::Shutdown(void)
- {
- PCache::iterator iter = pshaders.begin();
- for (; iter != pshaders.end(); iter++)
- iter->second.Destroy();
- pshaders.clear();
- glDeleteBuffers(2, UBOBuffers);
- }
+ void ProgramShaderCache::Shutdown(void)
+ {
+ PCache::iterator iter = pshaders.begin();
+ for (; iter != pshaders.end(); iter++)
+ iter->second.Destroy();
+ pshaders.clear();
+ glDeleteBuffers(2, UBOBuffers);
+ }
}
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
{
- uid->uid.vsid = _v;
- uid->uid.psid = _p;
+ uid->uid.vsid = _v;
+ uid->uid.psid = _p;
}