GPU/OpenGL: Use explicit bindings where possible

This commit is contained in:
Connor McLaughlin
2020-05-02 16:01:16 +10:00
parent 9dc82a738f
commit 620210cfc9
3 changed files with 165 additions and 72 deletions

View File

@ -317,6 +317,7 @@ bool GPU_HW_OpenGL::CreateTextureBuffer()
bool GPU_HW_OpenGL::CompilePrograms()
{
const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_supports_dual_source_blend);
@ -336,25 +337,28 @@ bool GPU_HW_OpenGL::CompilePrograms()
static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
const auto link_callback = [this, textured](GL::Program& prog) {
prog.BindAttribute(0, "a_pos");
prog.BindAttribute(1, "a_col0");
if (textured)
const auto link_callback = [this, textured, use_binding_layout](GL::Program& prog) {
if (!use_binding_layout)
{
prog.BindAttribute(2, "a_texcoord");
prog.BindAttribute(3, "a_texpage");
}
if (!m_is_gles)
{
if (m_supports_dual_source_blend)
prog.BindAttribute(0, "a_pos");
prog.BindAttribute(1, "a_col0");
if (textured)
{
prog.BindFragDataIndexed(0, "o_col0");
prog.BindFragDataIndexed(1, "o_col1");
prog.BindAttribute(2, "a_texcoord");
prog.BindAttribute(3, "a_texpage");
}
else
if (!m_is_gles || m_supports_dual_source_blend)
{
prog.BindFragData(0, "o_col0");
if (m_supports_dual_source_blend)
{
prog.BindFragDataIndexed(0, "o_col0");
prog.BindFragDataIndexed(1, "o_col1");
}
else
{
prog.BindFragData(0, "o_col0");
}
}
}
};
@ -363,11 +367,14 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
if (textured)
if (!use_binding_layout)
{
prog->Bind();
prog->Uniform1i("samp0", 0);
prog->BindUniformBlock("UBOBlock", 1);
if (textured)
{
prog->Bind();
prog->Uniform1i("samp0", 0);
}
}
m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
@ -380,7 +387,8 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
if (!use_binding_layout)
prog->BindUniformBlock("UBOBlock", 1);
m_line_render_programs[render_mode][dithering][interlacing] = std::move(*prog);
}
}
@ -396,73 +404,89 @@ bool GPU_HW_OpenGL::CompilePrograms()
const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
ConvertToBoolUnchecked(interlaced));
std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, {}, fs, [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
std::optional<GL::Program> prog =
m_shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) {
if (!m_is_gles && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
if (!use_binding_layout)
{
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
}
m_display_programs[depth_24bit][interlaced] = std::move(*prog);
}
}
std::optional<GL::Program> prog =
m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
prog.BindFragData(0, "o_col0");
});
std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateInterlacedFillFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!m_is_gles && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
if (!use_binding_layout)
prog->BindUniformBlock("UBOBlock", 1);
m_vram_interlaced_fill_program = std::move(*prog);
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
shadergen.GenerateVRAMReadFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!m_is_gles && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
if (!use_binding_layout)
{
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
}
m_vram_read_program = std::move(*prog);
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMCopyFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
shadergen.GenerateVRAMCopyFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!m_is_gles && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
if (!use_binding_layout)
{
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
}
m_vram_copy_program = std::move(*prog);
if (m_supports_texture_buffer)
{
prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateVRAMWriteFragmentShader(), [this](GL::Program& prog) {
if (!m_is_gles)
shadergen.GenerateVRAMWriteFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!m_is_gles && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
if (!use_binding_layout)
{
prog->BindUniformBlock("UBOBlock", 1);
prog->Bind();
prog->Uniform1i("samp0", 0);
}
m_vram_write_program = std::move(*prog);
}