have separate variables/functions for VS/PS ubo stuff, array was confusing.

This commit is contained in:
Jordan Woyak 2011-12-11 04:11:57 -06:00 committed by Sonicadvance1
parent a809feae1a
commit 73a29bf6a1
4 changed files with 47 additions and 46 deletions

View file

@ -23,7 +23,8 @@ namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::UBOBuffers[2];
GLuint ProgramShaderCache::s_ps_ubo;
GLuint ProgramShaderCache::s_vs_ubo;
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
@ -138,22 +139,21 @@ namespace OGL
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count)
{
assert(Buffer > 1);
static int _Buffer = -1;
if(_Buffer != Buffer)
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
_Buffer = Buffer;
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[_Buffer]);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
// Query for the offsets of each block variable
// glBufferSubData expects data in bytes, so multiply count by four
// Expects the offset in bytes as well, so multiply by *4 *4 since we are passing in a vec4 location
glBufferSubData(GL_UNIFORM_BUFFER, offset * 4 * 4, count * 4 * 4, f);
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4, count * sizeof(float) * 4, f);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
GLint ProgramShaderCache::GetAttr(int num)
@ -173,32 +173,35 @@ namespace OGL
{
GLint Align;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
glGenBuffers(2, UBOBuffers);
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[0]);
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
glGenBuffers(1, &s_ps_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_ubo);
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
glGenBuffers(1, &s_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader
glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[0]);
// Repeat for VS shader
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
glBufferData(GL_UNIFORM_BUFFER, ROUND_UP(C_VENVCONST_END * 4 * 4, Align), NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, s_ps_ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, s_vs_ubo);
}
}
void ProgramShaderCache::Shutdown(void)
{
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); iter++)
for (; iter != pshaders.end(); ++iter)
iter->second.Destroy();
pshaders.clear();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
glDeleteBuffers(2, UBOBuffers);
glDeleteBuffers(1, &s_ps_ubo);
glDeleteBuffers(1, &s_ps_ubo);
}
}