GPU/OpenGL: Use explicit bindings where possible
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@ -17,11 +17,19 @@ GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolu
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SetGLSLVersionString();
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m_use_glsl_interface_blocks = (GLAD_GL_ES_VERSION_3_2 || GLAD_GL_VERSION_3_2);
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m_use_glsl_binding_layout = UseGLSLBindingLayout();
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}
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}
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GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
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bool GPU_HW_ShaderGen::UseGLSLBindingLayout()
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{
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return (GLAD_GL_ES_VERSION_3_1 || GLAD_GL_VERSION_4_2 ||
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(GLAD_GL_ARB_explicit_attrib_location && GLAD_GL_ARB_explicit_uniform_location &&
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GLAD_GL_ARB_shading_language_420pack));
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}
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static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
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{
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ss << "#define " << name << " " << BoolToUInt32(enabled) << "\n";
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@ -41,13 +49,13 @@ void GPU_HW_ShaderGen::SetGLSLVersionString()
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int major_version = 0, minor_version = 0;
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if (std::sscanf(glsl_version_start, "%d.%d", &major_version, &minor_version) == 2)
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{
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// Cap at GLSL 3.3, we're not using anything newer for now.
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if (!glsl_es && major_version >= 4)
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// Cap at GLSL 4.3, we're not using anything newer for now.
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if (!glsl_es && (major_version > 4 || (major_version == 4 && minor_version > 3)))
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{
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major_version = 3;
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major_version = 4;
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minor_version = 30;
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}
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else if (glsl_es && (major_version > 3 || minor_version > 20))
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else if (glsl_es && (major_version > 3 || (major_version == 3 && minor_version > 20)))
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{
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major_version = 3;
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minor_version = 20;
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@ -75,6 +83,24 @@ void GPU_HW_ShaderGen::WriteHeader(std::stringstream& ss)
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if (m_render_api == HostDisplay::RenderAPI::OpenGL || m_render_api == HostDisplay::RenderAPI::OpenGLES)
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ss << m_glsl_version_string << "\n\n";
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// Extension enabling for OpenGL.
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if (m_render_api == HostDisplay::RenderAPI::OpenGLES)
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{
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// Enable EXT_blend_func_extended for dual-source blend on OpenGL ES.
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if (GLAD_GL_EXT_blend_func_extended)
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ss << "#extension GL_EXT_blend_func_extended : require\n";
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}
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else if (m_render_api == HostDisplay::RenderAPI::OpenGL)
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{
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// Need extensions for binding layout if GL<4.3.
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if (m_use_glsl_binding_layout && !GLAD_GL_VERSION_4_3)
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{
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ss << "#extension GL_ARB_explicit_attrib_location : require\n";
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ss << "#extension GL_ARB_explicit_uniform_location : require\n";
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ss << "#extension GL_ARB_shading_language_420pack : require\n";
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}
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}
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DefineMacro(ss, "API_OPENGL", m_render_api == HostDisplay::RenderAPI::OpenGL);
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DefineMacro(ss, "API_OPENGL_ES", m_render_api == HostDisplay::RenderAPI::OpenGLES);
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DefineMacro(ss, "API_D3D11", m_render_api == HostDisplay::RenderAPI::D3D11);
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@ -185,9 +211,16 @@ float4 RGBA5551ToRGBA8(uint v)
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void GPU_HW_ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members)
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{
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if (m_glsl)
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ss << "layout(std140) uniform UBOBlock\n";
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{
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if (m_use_glsl_binding_layout)
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ss << "layout(std140, binding = 1) uniform UBOBlock\n";
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else
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ss << "layout(std140) uniform UBOBlock\n";
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}
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else
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{
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ss << "cbuffer UBOBlock : register(b0)\n";
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}
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ss << "{\n";
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for (const char* member : members)
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@ -199,6 +232,9 @@ void GPU_HW_ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u
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{
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if (m_glsl)
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{
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if (m_use_glsl_binding_layout)
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ss << "layout(binding = " << index << ") ";
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ss << "uniform sampler2D " << name << ";\n";
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}
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else
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@ -213,6 +249,9 @@ void GPU_HW_ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* n
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{
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if (m_glsl)
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{
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if (m_use_glsl_binding_layout)
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ss << "layout(binding = " << index << ") ";
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ss << "uniform " << (is_int ? (is_unsigned ? "u" : "i") : "") << "samplerBuffer " << name << ";\n";
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}
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else
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@ -229,8 +268,20 @@ void GPU_HW_ShaderGen::DeclareVertexEntryPoint(
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{
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if (m_glsl)
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{
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for (const char* attribute : attributes)
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ss << "in " << attribute << ";\n";
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if (m_use_glsl_binding_layout && 0)
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{
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u32 attribute_counter = 0;
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for (const char* attribute : attributes)
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{
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ss << "layout(location = " << attribute_counter << ") " << attribute << ";\n";
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attribute_counter++;
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}
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}
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else
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{
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for (const char* attribute : attributes)
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ss << "in " << attribute << ";\n";
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}
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if (m_use_glsl_interface_blocks)
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{
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@ -330,9 +381,24 @@ void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(
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if (declare_fragcoord)
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ss << "#define v_pos gl_FragCoord\n";
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ss << "out float4 o_col0;\n";
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if (dual_color_output)
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ss << "out float4 o_col1;\n";
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if (m_use_glsl_binding_layout)
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{
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if (dual_color_output)
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{
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ss << "layout(location = 0, index = 0) out float4 o_col0;\n";
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ss << "layout(location = 0, index = 1) out float4 o_col1;\n";
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}
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else
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{
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ss << "layout(location = 0) out float4 o_col0;\n";
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}
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}
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else
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{
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ss << "out float4 o_col0;\n";
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if (dual_color_output)
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ss << "out float4 o_col1;\n";
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}
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ss << "\n";
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