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https://github.com/Lime3DS/Lime3DS
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gl_shader_gen: Require explicit uniform locations.
- Fixes uniform issue on AMD.
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parent
5ef2df056d
commit
71edb55114
3 changed files with 35 additions and 57 deletions
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@ -476,20 +476,14 @@ void RasterizerOpenGL::SetShader() {
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std::unique_ptr<TEVShader> shader = Common::make_unique<TEVShader>();
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shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
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shader->uniform_alphatest_ref = glGetUniformLocation(shader->shader.handle, "alphatest_ref");
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shader->uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
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shader->uniform_tev_combiner_buffer_color = glGetUniformLocation(shader->shader.handle, "tev_combiner_buffer_color");
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shader->uniform_tev_const_colors = glGetUniformLocation(shader->shader.handle, "const_color");
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state.draw.shader_program = shader->shader.handle;
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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if (shader->uniform_tex != -1) {
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glUniform1i(shader->uniform_tex, 0);
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glUniform1i(shader->uniform_tex + 1, 1);
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glUniform1i(shader->uniform_tex + 2, 2);
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}
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glUniform1i(PicaShader::Uniform::Texture0, 0);
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glUniform1i(PicaShader::Uniform::Texture1, 1);
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glUniform1i(PicaShader::Uniform::Texture2, 2);
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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}
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@ -622,8 +616,7 @@ void RasterizerOpenGL::SyncBlendColor() {
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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if (current_shader->uniform_alphatest_ref != -1)
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glUniform1i(current_shader->uniform_alphatest_ref, regs.output_merger.alpha_test.ref);
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glUniform1i(PicaShader::Uniform::AlphaTestRef, regs.output_merger.alpha_test.ref);
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}
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void RasterizerOpenGL::SyncLogicOp() {
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@ -654,17 +647,13 @@ void RasterizerOpenGL::SyncDepthTest() {
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}
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void RasterizerOpenGL::SyncCombinerColor() {
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if (current_shader->uniform_tev_combiner_buffer_color != -1) {
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auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
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glUniform4fv(current_shader->uniform_tev_combiner_buffer_color, 1, combiner_color.data());
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}
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auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
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glUniform4fv(PicaShader::Uniform::TevCombinerBufferColor, 1, combiner_color.data());
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}
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void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
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if (current_shader->uniform_tev_const_colors != -1) {
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auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
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glUniform4fv(current_shader->uniform_tev_const_colors + stage_index, 1, const_color.data());
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}
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auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
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glUniform4fv(PicaShader::Uniform::TevConstColors + stage_index, 1, const_color.data());
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}
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void RasterizerOpenGL::SyncDrawState() {
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@ -153,36 +153,24 @@ public:
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/// Notify rasterizer that a 3DS memory region has been changed
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void NotifyFlush(PAddr addr, u32 size) override;
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private:
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/// Structure used for managing texture environment states
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struct TEVConfigUniforms {
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GLuint enabled;
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GLuint color_sources;
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GLuint alpha_sources;
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GLuint color_modifiers;
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GLuint alpha_modifiers;
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GLuint color_alpha_op;
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GLuint color_alpha_multiplier;
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GLuint const_color;
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GLuint updates_combiner_buffer_color_alpha;
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};
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struct TEVShader {
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/// OpenGL shader generated for a given Pica register state
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struct PicaShader {
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/// OpenGL shader resource
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OGLShader shader;
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// Hardware fragment shader
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GLuint uniform_alphatest_ref;
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GLuint uniform_tex;
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GLuint uniform_tev_combiner_buffer_color;
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GLuint uniform_tev_const_colors;
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TEVShader() = default;
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TEVShader(TEVShader&& o) : shader(std::move(o.shader)),
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uniform_alphatest_ref(o.uniform_alphatest_ref), uniform_tex(o.uniform_tex),
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uniform_tev_combiner_buffer_color(o.uniform_tev_combiner_buffer_color),
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uniform_tev_const_colors(o.uniform_tev_const_colors) {}
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/// Fragment shader uniforms
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enum Uniform : GLuint {
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AlphaTestRef = 0,
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TevConstColors = 1,
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Texture0 = 7,
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Texture1 = 8,
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Texture2 = 9,
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TevCombinerBufferColor = 10,
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};
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};
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private:
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/// Structure used for storing information about color textures
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struct TextureInfo {
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OGLTexture texture;
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@ -321,25 +321,26 @@ static void WriteTevStage(std::string& out, const ShaderCacheKey& config, unsign
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std::string GenerateFragmentShader(const ShaderCacheKey& config) {
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std::string out = R"(
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#version 150 core
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#version 330
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#extension GL_ARB_explicit_uniform_location : require
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#define NUM_VTX_ATTR 7
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#define NUM_TEV_STAGES 6
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in vec4 attr[NUM_VTX_ATTR];
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out vec4 color;
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uniform int alphatest_ref;
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uniform vec4 const_color[NUM_TEV_STAGES];
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uniform sampler2D tex[3];
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uniform vec4 tev_combiner_buffer_color;
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void main(void) {
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vec4 g_combiner_buffer = tev_combiner_buffer_color;
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vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
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)";
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using Uniform = RasterizerOpenGL::PicaShader::Uniform;
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out += "layout(location = " + std::to_string(Uniform::AlphaTestRef) + ") uniform int alphatest_ref;\n";
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out += "layout(location = " + std::to_string(Uniform::TevConstColors) + ") uniform vec4 const_color[NUM_TEV_STAGES];\n";
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out += "layout(location = " + std::to_string(Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
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out += "layout(location = " + std::to_string(Uniform::TevCombinerBufferColor) + ") uniform vec4 tev_combiner_buffer_color;\n";
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out += "void main() {\n";
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out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
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out += "vec4 last_tex_env_out = vec4(0.0);\n";
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (config.alpha_test_func == Regs::CompareFunc::Never) {
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out += "discard; }";
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@ -362,7 +363,7 @@ vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
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std::string GenerateVertexShader() {
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static const std::string out = R"(
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#version 150 core
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#version 330
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#define NUM_VTX_ATTR 7
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