yay, UBOs work 100% now.

This commit is contained in:
Ryan Houdek 2011-12-10 08:07:13 -06:00 committed by Sonicadvance1
parent 1f75ee49bf
commit d4a80ca3ec
6 changed files with 66 additions and 99 deletions

View file

@ -17,16 +17,6 @@
#include "ProgramShaderCache.h"
#include <assert.h>
GLuint GLERR(const char *function)
{
GLint err = glGetError();
if (err != GL_NO_ERROR)
{
printf( "(%s) OpenGL error 0x%x - %s\n",
function, err, gluErrorString(err));
}
return err;
}
namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
@ -101,19 +91,14 @@ namespace OGL
glAttachShader(entry.program.glprogid, entry.program.psid);
glLinkProgram(entry.program.glprogid);
GLsizei length = 0;
glGetProgramiv(entry.program.glprogid, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(entry.program.glprogid, length, &charsWritten, infoLog);
printf("Program info log:\n%s", infoLog);
delete[] infoLog;
}
glUseProgram(entry.program.glprogid);
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
@ -148,13 +133,11 @@ namespace OGL
}
void ProgramShaderCache::SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count)
{
GLERR("");
assert(Buffer > 1);
static int _Buffer = -1;
if(_Buffer != Buffer)
{
_Buffer = Buffer;
GLERR("bind");
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[_Buffer]);
}
// Query for the offsets of each block variable
@ -162,7 +145,6 @@ namespace OGL
// 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);
GLERR("sub");
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
@ -179,7 +161,6 @@ namespace OGL
{
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
@ -187,13 +168,12 @@ namespace OGL
glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
// 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, 0, UBOBuffers[0]);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, UBOBuffers[0]);
// Repeat for VS shader
//glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
//glBufferData(GL_UNIFORM_BUFFER, C_PENVCONST_END * 4 * 4, NULL, GL_DYNAMIC_DRAW);
//glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
GLERR("init");
glBindBuffer(GL_UNIFORM_BUFFER, UBOBuffers[1]);
glBufferData(GL_UNIFORM_BUFFER, 1024*1024, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, UBOBuffers[1]);
}
void ProgramShaderCache::Shutdown(void)
{