- some fixes to the PP shader interface.

The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source.
There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
This commit is contained in:
Christoph Oelckers 2018-06-12 21:43:35 +02:00
parent 4ddd9dde79
commit f166624eb2
23 changed files with 67 additions and 47 deletions

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@ -71,3 +71,14 @@ void GLUniformBuffer::SetData(const void *data)
glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW);
} }
} }
//==========================================================================
//
// This needs to go away later.
//
//==========================================================================
void GLUniformBuffer::Bind(int bindingpoint)
{
glBindBufferBase(GL_UNIFORM_BUFFER, bindingpoint, mBufferId);
}

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@ -14,6 +14,7 @@ public:
~GLUniformBuffer(); ~GLUniformBuffer();
void SetData(const void *data) override; void SetData(const void *data) override;
void Bind(int bindingpoint) override;
unsigned ID() const unsigned ID() const
{ {

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@ -53,7 +53,7 @@ void FShadowMap::Update()
GLRenderer->mShadowMapShader->Bind(); GLRenderer->mShadowMapShader->Bind();
GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality; GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
GLRenderer->mShadowMapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); GLRenderer->mShadowMapShader->Uniforms.Set();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);

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@ -125,7 +125,7 @@ void FGLRenderer::AmbientOccludeScene()
mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f; mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mLinearDepthShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mLinearDepthShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
// Apply ambient occlusion // Apply ambient occlusion
@ -148,7 +148,7 @@ void FGLRenderer::AmbientOccludeScene()
mSSAOShader->Uniforms->AOStrength = aoStrength; mSSAOShader->Uniforms->AOStrength = aoStrength;
mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mSSAOShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mSSAOShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
// Blur SSAO texture // Blur SSAO texture
@ -159,7 +159,7 @@ void FGLRenderer::AmbientOccludeScene()
mDepthBlurShader->Bind(false); mDepthBlurShader->Bind(false);
mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness; mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight }; mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[false].Set(POSTPROCESS_BINDINGPOINT); mDepthBlurShader->Uniforms[false].Set();
RenderScreenQuad(); RenderScreenQuad();
mBuffers->AmbientFB1.Bind(); mBuffers->AmbientFB1.Bind();
@ -168,7 +168,7 @@ void FGLRenderer::AmbientOccludeScene()
mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness; mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight }; mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent; mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
mDepthBlurShader->Uniforms[true].Set(POSTPROCESS_BINDINGPOINT); mDepthBlurShader->Uniforms[true].Set();
RenderScreenQuad(); RenderScreenQuad();
} }
@ -191,7 +191,7 @@ void FGLRenderer::AmbientOccludeScene()
if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample; if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mSSAOCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mSSAOCombineShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
FGLDebug::PopGroup(); FGLDebug::PopGroup();
@ -225,7 +225,7 @@ void FGLRenderer::UpdateCameraExposure()
mExposureExtractShader->SceneTexture.Set(0); mExposureExtractShader->SceneTexture.Set(0);
mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height }; mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height }; mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
mExposureExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mExposureExtractShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
// Find the average value: // Find the average value:
@ -262,7 +262,7 @@ void FGLRenderer::UpdateCameraExposure()
mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min; mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min;
mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale; mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale;
mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed; mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
mExposureCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mExposureCombineShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
@ -304,7 +304,7 @@ void FGLRenderer::BloomScene(int fixedcm)
mBloomExtractShader->ExposureTexture.Set(1); mBloomExtractShader->ExposureTexture.Set(1);
mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height }; mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height }; mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
mBloomExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mBloomExtractShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
// Blur and downscale: // Blur and downscale:
@ -534,7 +534,7 @@ void FGLRenderer::ColormapScene(int fixedcm)
mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f }; mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
mColormapShader->Uniforms->MapRange = m; mColormapShader->Uniforms->MapRange = m;
mColormapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mColormapShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
mBuffers->NextTexture(); mBuffers->NextTexture();
@ -590,7 +590,7 @@ void FGLRenderer::LensDistortScene()
mLensShader->Uniforms->Scale = scale; mLensShader->Uniforms->Scale = scale;
mLensShader->Uniforms->LensDistortionCoefficient = k; mLensShader->Uniforms->LensDistortionCoefficient = k;
mLensShader->Uniforms->CubicDistortionValue = kcube; mLensShader->Uniforms->CubicDistortionValue = kcube;
mLensShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mLensShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
mBuffers->NextTexture(); mBuffers->NextTexture();
@ -626,7 +626,7 @@ void FGLRenderer::ApplyFXAA()
mFXAAShader->Bind(); mFXAAShader->Bind();
mFXAAShader->InputTexture.Set(0); mFXAAShader->InputTexture.Set(0);
mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() }; mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
mFXAAShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mFXAAShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
mBuffers->NextTexture(); mBuffers->NextTexture();
@ -745,7 +745,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula); mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
} }
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() }; mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); mPresentShader->Uniforms.Set();
RenderScreenQuad(); RenderScreenQuad();
} }

View File

@ -42,7 +42,7 @@ void FLinearDepthShader::Bind()
mShader->SetFragDataLocation(0, "FragColor"); mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/lineardepth"); mShader->Link("shaders/glsl/lineardepth");
mShader->SetAttribLocation(0, "PositionInProjection"); mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
DepthTexture.Init(*mShader, "DepthTexture"); DepthTexture.Init(*mShader, "DepthTexture");
ColorTexture.Init(*mShader, "ColorTexture"); ColorTexture.Init(*mShader, "ColorTexture");
Uniforms.Init(); Uniforms.Init();
@ -68,7 +68,7 @@ void FSSAOShader::Bind()
mShader->SetFragDataLocation(0, "FragColor"); mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/ssao"); mShader->Link("shaders/glsl/ssao");
mShader->SetAttribLocation(0, "PositionInProjection"); mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
DepthTexture.Init(*mShader, "DepthTexture"); DepthTexture.Init(*mShader, "DepthTexture");
NormalTexture.Init(*mShader, "NormalTexture"); NormalTexture.Init(*mShader, "NormalTexture");
RandomTexture.Init(*mShader, "RandomTexture"); RandomTexture.Init(*mShader, "RandomTexture");
@ -119,7 +119,7 @@ void FDepthBlurShader::Bind(bool vertical)
shader.SetFragDataLocation(0, "FragColor"); shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/depthblur"); shader.Link("shaders/glsl/depthblur");
shader.SetAttribLocation(0, "PositionInProjection"); shader.SetAttribLocation(0, "PositionInProjection");
shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); shader.SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
AODepthTexture[vertical].Init(shader, "AODepthTexture"); AODepthTexture[vertical].Init(shader, "AODepthTexture");
Uniforms[vertical].Init(); Uniforms[vertical].Init();
} }
@ -144,7 +144,7 @@ void FSSAOCombineShader::Bind()
mShader->SetFragDataLocation(0, "FragColor"); mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/ssaocombine"); mShader->Link("shaders/glsl/ssaocombine");
mShader->SetAttribLocation(0, "PositionInProjection"); mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
AODepthTexture.Init(*mShader, "AODepthTexture"); AODepthTexture.Init(*mShader, "AODepthTexture");
SceneFogTexture.Init(*mShader, "SceneFogTexture"); SceneFogTexture.Init(*mShader, "SceneFogTexture");
Uniforms.Init(); Uniforms.Init();

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@ -42,7 +42,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
std::unique_ptr<FShaderProgram> mShader; std::unique_ptr<FShaderProgram> mShader;
@ -94,7 +94,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
enum Quality enum Quality
@ -137,7 +137,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms[2]; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
private: private:
FShaderProgram mShader[2]; FShaderProgram mShader[2];
@ -172,7 +172,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
std::unique_ptr<FShaderProgram> mShader; std::unique_ptr<FShaderProgram> mShader;

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@ -40,7 +40,7 @@ void FBloomExtractShader::Bind()
mShader.SetFragDataLocation(0, "FragColor"); mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomextract"); mShader.Link("shaders/glsl/bloomextract");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
SceneTexture.Init(mShader, "SceneTexture"); SceneTexture.Init(mShader, "SceneTexture");
ExposureTexture.Init(mShader, "ExposureTexture"); ExposureTexture.Init(mShader, "ExposureTexture");
Uniforms.Init(); Uniforms.Init();

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@ -26,7 +26,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; FShaderProgram mShader;

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@ -41,7 +41,7 @@ void FColormapShader::Bind()
shader.SetFragDataLocation(0, "FragColor"); shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/colormap"); shader.Link("shaders/glsl/colormap");
shader.SetAttribLocation(0, "PositionInProjection"); shader.SetAttribLocation(0, "PositionInProjection");
shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
shader.Bind(); shader.Bind();

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@ -25,7 +25,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:

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@ -91,7 +91,7 @@ void FFXAAShader::Bind()
shader.SetFragDataLocation(0, "FragColor"); shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/fxaa"); shader.Link("shaders/glsl/fxaa");
shader.SetAttribLocation(0, "PositionInProjection"); shader.SetAttribLocation(0, "PositionInProjection");
shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
InputTexture.Init(shader, "InputTexture"); InputTexture.Init(shader, "InputTexture");
Uniforms.Init(); Uniforms.Init();
} }

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@ -65,7 +65,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShaders[Count]; FShaderProgram mShaders[Count];

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@ -40,7 +40,7 @@ void FLensShader::Bind()
mShader.SetFragDataLocation(0, "FragColor"); mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/lensdistortion"); mShader.Link("shaders/glsl/lensdistortion");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
InputTexture.Init(mShader, "InputTexture"); InputTexture.Init(mShader, "InputTexture");
Uniforms.Init(); Uniforms.Init();
} }

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@ -32,7 +32,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; FShaderProgram mShader;

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@ -39,7 +39,7 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
mShader.Link(program_name); mShader.Link(program_name);
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetAttribLocation(1, "UV"); mShader.SetAttribLocation(1, "UV");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }

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@ -34,7 +34,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
protected: protected:
virtual void Init(const char * vtx_shader_name, const char * program_name); virtual void Init(const char * vtx_shader_name, const char * program_name);

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@ -20,6 +20,7 @@ enum class UniformType
UVec2, UVec2,
UVec3, UVec3,
UVec4, UVec4,
Mat4
}; };
class UniformFieldDesc class UniformFieldDesc
@ -33,7 +34,7 @@ public:
std::size_t Offset; std::size_t Offset;
}; };
template<typename T> template<typename T, int bindingpoint>
class ShaderUniforms class ShaderUniforms
{ {
public: public:
@ -48,12 +49,17 @@ public:
delete mBuffer; delete mBuffer;
} }
int BindingPoint() const
{
return bindingpoint;
}
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields) FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
{ {
mFields = fields; mFields = fields;
FString decl; FString decl;
decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(mBindingPoint).GetChars(), name); decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(bindingpoint).GetChars(), name);
for (const auto &field : fields) for (const auto &field : fields)
{ {
decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name); decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
@ -69,13 +75,14 @@ public:
mBuffer = screen->CreateUniformBuffer(sizeof(T)); mBuffer = screen->CreateUniformBuffer(sizeof(T));
} }
void Set(int index) void Set(bool bind = true)
{ {
if (mBuffer != nullptr) if (mBuffer != nullptr)
mBuffer->SetData(&Values); mBuffer->SetData(&Values);
// Needs to be done in an API independent way! // Let's hope this can be done better when things have moved further ahead.
glBindBufferBase(GL_UNIFORM_BUFFER, index, ((GLUniformBuffer*)mBuffer)->ID()); // This really is not the best place to add something that depends on API behavior.
if (bind) mBuffer->Bind(bindingpoint);
} }
T *operator->() { return &Values; } T *operator->() { return &Values; }
@ -104,12 +111,12 @@ private:
case UniformType::UVec2: return "uvec2"; case UniformType::UVec2: return "uvec2";
case UniformType::UVec3: return "uvec3"; case UniformType::UVec3: return "uvec3";
case UniformType::UVec4: return "uvec4"; case UniformType::UVec4: return "uvec4";
case UniformType::Mat4: return "mat4";
} }
} }
IUniformBuffer *mBuffer = nullptr; IUniformBuffer *mBuffer = nullptr;
std::vector<UniformFieldDesc> mFields; std::vector<UniformFieldDesc> mFields;
int mBindingPoint; // Fixme: This needs to be known on init because Vulkan wants to put it into the block declaration.
}; };
class FShaderProgram class FShaderProgram

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@ -35,7 +35,7 @@ void FShadowMapShader::Bind()
mShader.SetFragDataLocation(0, "FragColor"); mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/shadowmap"); mShader.Link("shaders/glsl/shadowmap");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(); mShader.Bind();

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@ -25,7 +25,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; FShaderProgram mShader;

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@ -76,7 +76,7 @@ void FExposureExtractShader::Bind()
mShader.SetFragDataLocation(0, "FragColor"); mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/exposureextract"); mShader.Link("shaders/glsl/exposureextract");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
SceneTexture.Init(mShader, "SceneTexture"); SceneTexture.Init(mShader, "SceneTexture");
Uniforms.Init(); Uniforms.Init();
} }
@ -108,7 +108,7 @@ void FExposureCombineShader::Bind()
mShader.SetFragDataLocation(0, "FragColor"); mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/exposurecombine"); mShader.Link("shaders/glsl/exposurecombine");
mShader.SetAttribLocation(0, "PositionInProjection"); mShader.SetAttribLocation(0, "PositionInProjection");
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
ExposureTexture.Init(mShader, "ExposureTexture"); ExposureTexture.Init(mShader, "ExposureTexture");
Uniforms.Init(); Uniforms.Init();
} }

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@ -53,7 +53,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; FShaderProgram mShader;
@ -96,7 +96,7 @@ public:
} }
}; };
ShaderUniforms<UniformBlock> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; FShaderProgram mShader;

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@ -118,7 +118,7 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(), screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight() screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
}; };
shader.Uniforms.Set(POSTPROCESS_BINDINGPOINT); shader.Uniforms.Set();
} }
// fixme: I don't know how to get absolute window position on Mac and Linux // fixme: I don't know how to get absolute window position on Mac and Linux
@ -155,7 +155,7 @@ void CheckerInterleaved3D::Present() const
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom + screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset ) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
GLRenderer->mPresent3dCheckerShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
GLRenderer->RenderScreenQuad(); GLRenderer->RenderScreenQuad();
} }
@ -193,7 +193,7 @@ void ColumnInterleaved3D::Present() const
#endif // _WIN32 #endif // _WIN32
GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset; GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); GLRenderer->mPresent3dColumnShader->Uniforms.Set();
GLRenderer->RenderScreenQuad(); GLRenderer->RenderScreenQuad();
} }
@ -220,7 +220,7 @@ void RowInterleaved3D::Present() const
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom + screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
) % 2; ) % 2;
GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT); GLRenderer->mPresent3dColumnShader->Uniforms.Set();
GLRenderer->RenderScreenQuad(); GLRenderer->RenderScreenQuad();
} }

View File

@ -12,6 +12,7 @@ protected:
public: public:
virtual ~IUniformBuffer() {} virtual ~IUniformBuffer() {}
virtual void SetData(const void *data) = 0; virtual void SetData(const void *data) = 0;
virtual void Bind(int bindingpoint) = 0; // This is only here for OpenGL. Vulkan doesn't need the ability to bind this at run time.
}; };