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https://github.com/wheremyfoodat/Panda3DS.git
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Share fragment UBO between shadergen programs
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parent
df5d14e3d8
commit
a0e506affc
2 changed files with 8 additions and 9 deletions
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@ -69,11 +69,11 @@ class RendererGL final : public Renderer {
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// The "default" vertex shader to use when using specialized shaders but not PICA vertex shader -> GLSL recompilation
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// We can compile this once and then link it with all other generated fragment shaders
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OpenGL::Shader defaultShadergenVs;
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GLuint shadergenFragmentUBO;
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// Cached recompiled fragment shader
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struct CachedProgram {
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OpenGL::Program program;
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uint uboBinding;
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};
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std::unordered_map<PICA::FragmentConfig, CachedProgram> shaderCache;
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@ -77,6 +77,11 @@ void RendererGL::initGraphicsContextInternal() {
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gl.useProgram(displayProgram);
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glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
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// Allocate memory for the shadergen fragment uniform UBO
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glGenBuffers(1, &shadergenFragmentUBO);
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gl.bindUBO(shadergenFragmentUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW);
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vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
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gl.bindVBO(vbo);
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vao.create();
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@ -853,17 +858,12 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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glUniform1i(OpenGL::uniformLocation(program, "u_tex2"), 2);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex_luts"), 3);
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// Allocate memory for the program UBO
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glGenBuffers(1, &programEntry.uboBinding);
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gl.bindUBO(programEntry.uboBinding);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW);
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// Set up the binding for our UBO. Sadly we can't specify it in the shader like normal people,
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// As it's an OpenGL 4.2 feature that MacOS doesn't support...
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uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms");
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glUniformBlockBinding(program.handle(), uboIndex, uboBlockBinding);
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, programEntry.uboBinding);
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glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, shadergenFragmentUBO);
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// Upload uniform data to our shader's UBO
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PICA::FragmentUniforms uniforms;
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@ -945,7 +945,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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}
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}
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gl.bindUBO(programEntry.uboBinding);
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gl.bindUBO(shadergenFragmentUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(PICA::FragmentUniforms), &uniforms);
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return program;
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@ -980,7 +980,6 @@ void RendererGL::clearShaderCache() {
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for (auto& shader : shaderCache) {
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CachedProgram& cachedProgram = shader.second;
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cachedProgram.program.free();
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glDeleteBuffers(1, &cachedProgram.uboBinding);
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}
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shaderCache.clear();
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