mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 15:15:40 +00:00
GPU/OpenGL: Use explicit bindings where possible
This commit is contained in:
parent
9dc82a738f
commit
620210cfc9
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@ -317,6 +317,7 @@ bool GPU_HW_OpenGL::CreateTextureBuffer()
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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m_texture_filtering, m_supports_dual_source_blend);
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@ -336,25 +337,28 @@ bool GPU_HW_OpenGL::CompilePrograms()
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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const auto link_callback = [this, textured](GL::Program& prog) {
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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const auto link_callback = [this, textured, use_binding_layout](GL::Program& prog) {
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if (!use_binding_layout)
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{
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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}
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if (!m_is_gles)
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{
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if (m_supports_dual_source_blend)
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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{
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prog.BindFragDataIndexed(0, "o_col0");
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prog.BindFragDataIndexed(1, "o_col1");
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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}
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else
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if (!m_is_gles || m_supports_dual_source_blend)
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{
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prog.BindFragData(0, "o_col0");
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if (m_supports_dual_source_blend)
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{
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prog.BindFragDataIndexed(0, "o_col0");
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prog.BindFragDataIndexed(1, "o_col1");
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}
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else
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{
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prog.BindFragData(0, "o_col0");
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}
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}
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}
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};
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@ -363,11 +367,14 @@ bool GPU_HW_OpenGL::CompilePrograms()
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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if (textured)
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if (!use_binding_layout)
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{
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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prog->BindUniformBlock("UBOBlock", 1);
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if (textured)
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{
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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}
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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@ -380,7 +387,8 @@ bool GPU_HW_OpenGL::CompilePrograms()
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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if (!use_binding_layout)
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prog->BindUniformBlock("UBOBlock", 1);
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m_line_render_programs[render_mode][dithering][interlacing] = std::move(*prog);
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}
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}
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@ -396,73 +404,89 @@ bool GPU_HW_OpenGL::CompilePrograms()
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const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
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ConvertToBoolUnchecked(interlaced));
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(vs, {}, fs, [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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std::optional<GL::Program> prog =
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m_shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) {
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if (!m_is_gles && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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if (!use_binding_layout)
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{
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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m_display_programs[depth_24bit][interlaced] = std::move(*prog);
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}
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}
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std::optional<GL::Program> prog =
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m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateInterlacedFillFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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prog.BindFragData(0, "o_col0");
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});
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std::optional<GL::Program> prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateInterlacedFillFragmentShader(),
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[this, use_binding_layout](GL::Program& prog) {
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if (!m_is_gles && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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if (!use_binding_layout)
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prog->BindUniformBlock("UBOBlock", 1);
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m_vram_interlaced_fill_program = std::move(*prog);
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMReadFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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shadergen.GenerateVRAMReadFragmentShader(),
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[this, use_binding_layout](GL::Program& prog) {
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if (!m_is_gles && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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if (!use_binding_layout)
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{
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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m_vram_read_program = std::move(*prog);
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMCopyFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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shadergen.GenerateVRAMCopyFragmentShader(),
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[this, use_binding_layout](GL::Program& prog) {
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if (!m_is_gles && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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if (!use_binding_layout)
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{
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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m_vram_copy_program = std::move(*prog);
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if (m_supports_texture_buffer)
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{
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prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
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shadergen.GenerateVRAMWriteFragmentShader(), [this](GL::Program& prog) {
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if (!m_is_gles)
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shadergen.GenerateVRAMWriteFragmentShader(),
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[this, use_binding_layout](GL::Program& prog) {
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if (!m_is_gles && !use_binding_layout)
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prog.BindFragData(0, "o_col0");
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});
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if (!prog)
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return false;
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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if (!use_binding_layout)
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{
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prog->BindUniformBlock("UBOBlock", 1);
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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m_vram_write_program = std::move(*prog);
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}
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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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@ -11,6 +11,8 @@ public:
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bool texture_filtering, bool supports_dual_source_blend);
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~GPU_HW_ShaderGen();
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static bool UseGLSLBindingLayout();
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
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bool dithering, bool interlacing);
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@ -24,17 +26,6 @@ public:
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std::string GenerateVRAMWriteFragmentShader();
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std::string GenerateVRAMCopyFragmentShader();
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HostDisplay::RenderAPI m_render_api;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_texture_filering;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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std::string m_glsl_version_string;
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private:
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void SetGLSLVersionString();
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void WriteHeader(std::stringstream& ss);
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@ -51,4 +42,16 @@ private:
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void WriteCommonFunctions(std::stringstream& ss);
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void WriteBatchUniformBuffer(std::stringstream& ss);
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HostDisplay::RenderAPI m_render_api;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_texture_filering;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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bool m_use_glsl_binding_layout;
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std::string m_glsl_version_string;
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};
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