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@ -14,40 +14,27 @@ |
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namespace GLShader { |
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using Tegra::Engines::Maxwell3D; |
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namespace Impl { |
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void SetShaderUniformBlockBindings(GLuint shader); |
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void SetShaderSamplerBindings(GLuint shader); |
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} // namespace Impl |
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enum class UniformBindings : GLuint { Common, VS, GS, FS }; |
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned |
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at |
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not. |
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// Not following that rule will cause problems on some AMD drivers. |
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struct MaxwellUniformData { |
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void SetFromRegs(); |
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage); |
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using ConstBuffer = std::array<GLvec4, 4>; |
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using Regs = Tegra::Engines::Maxwell3D::Regs; |
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alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers; |
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alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers; |
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}; |
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static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect"); |
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static_assert(sizeof(MaxwellUniformData) < 16384, |
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); |
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struct VSUniformData { |
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MaxwellUniformData uniforms; |
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}; |
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static_assert(sizeof(VSUniformData) < 16384, |
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"VSUniformData structure must be less than 16kb as per the OpenGL spec"); |
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struct FSUniformData { |
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MaxwellUniformData uniforms; |
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}; |
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static_assert(sizeof(FSUniformData) < 16384, |
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"VSUniformData structure must be less than 16kb as per the OpenGL spec"); |
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class OGLShaderStage { |
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public: |
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OGLShaderStage() = default; |
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@ -113,14 +100,14 @@ public: |
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current.vs = vertex_shaders.Get(config, setup); |
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} |
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void UseTrivialGeometryShader() { |
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current.gs = 0; |
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} |
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void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) { |
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current.fs = fragment_shaders.Get(config, setup); |
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} |
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void UseTrivialGeometryShader() { |
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current.gs = 0; |
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} |
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void ApplyTo(OpenGLState& state) { |
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// Workaround for AMD bug |
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glUseProgramStages(pipeline.handle, |
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