mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- change ShaderUniforms so that it just contains the uniform block and not the binding point
This commit is contained in:
parent
49073489e5
commit
9155b773cc
13 changed files with 59 additions and 41 deletions
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@ -53,7 +53,7 @@ void FShadowMap::Update()
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
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GLRenderer->mShadowMapShader->Uniforms.Set();
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GLRenderer->mShadowMapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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@ -125,7 +125,7 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
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mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mLinearDepthShader->Uniforms.Set();
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mLinearDepthShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -148,7 +148,7 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->Uniforms->AOStrength = aoStrength;
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mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOShader->Uniforms.Set();
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mSSAOShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Blur SSAO texture
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@ -159,7 +159,7 @@ void FGLRenderer::AmbientOccludeScene()
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[false].Set();
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mDepthBlurShader->Uniforms[false].Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->AmbientFB1.Bind();
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@ -168,7 +168,7 @@ void FGLRenderer::AmbientOccludeScene()
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mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
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mDepthBlurShader->Uniforms[true].Set();
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mDepthBlurShader->Uniforms[true].Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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}
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@ -191,7 +191,7 @@ void FGLRenderer::AmbientOccludeScene()
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if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
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mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOCombineShader->Uniforms.Set();
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mSSAOCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -225,7 +225,7 @@ void FGLRenderer::UpdateCameraExposure()
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms.Set();
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mExposureExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Find the average value:
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@ -262,7 +262,7 @@ void FGLRenderer::UpdateCameraExposure()
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mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min;
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mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale;
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mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
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mExposureCombineShader->Uniforms.Set();
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mExposureCombineShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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@ -304,7 +304,7 @@ void FGLRenderer::BloomScene(int fixedcm)
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms.Set();
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mBloomExtractShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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// Blur and downscale:
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@ -534,7 +534,7 @@ void FGLRenderer::ColormapScene(int fixedcm)
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mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
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mColormapShader->Uniforms->MapRange = m;
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mColormapShader->Uniforms.Set();
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mColormapShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -590,7 +590,7 @@ void FGLRenderer::LensDistortScene()
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mLensShader->Uniforms->Scale = scale;
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mLensShader->Uniforms->LensDistortionCoefficient = k;
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mLensShader->Uniforms->CubicDistortionValue = kcube;
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mLensShader->Uniforms.Set();
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mLensShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -626,7 +626,7 @@ void FGLRenderer::ApplyFXAA()
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mFXAAShader->Bind();
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mFXAAShader->InputTexture.Set(0);
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mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
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mFXAAShader->Uniforms.Set();
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mFXAAShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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mBuffers->NextTexture();
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@ -745,7 +745,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms.Set();
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mPresentShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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RenderScreenQuad();
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}
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@ -42,9 +42,10 @@ void FLinearDepthShader::Bind()
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/lineardepth");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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DepthTexture.Init(*mShader, "DepthTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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Uniforms.Init(*mShader);
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Uniforms.Init();
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -67,10 +68,11 @@ void FSSAOShader::Bind()
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/ssao");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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DepthTexture.Init(*mShader, "DepthTexture");
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NormalTexture.Init(*mShader, "NormalTexture");
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RandomTexture.Init(*mShader, "RandomTexture");
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Uniforms.Init(*mShader);
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Uniforms.Init();
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -117,8 +119,9 @@ void FDepthBlurShader::Bind(bool vertical)
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/depthblur");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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Uniforms[vertical].Init(shader);
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Uniforms[vertical].Init();
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}
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shader.Bind();
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}
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@ -141,9 +144,10 @@ void FSSAOCombineShader::Bind()
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/ssaocombine");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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AODepthTexture.Init(*mShader, "AODepthTexture");
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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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Uniforms.Init(*mShader);
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Uniforms.Init();
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -40,9 +40,10 @@ void FBloomExtractShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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SceneTexture.Init(mShader, "SceneTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Uniforms.Init(mShader);
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Uniforms.Init();
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}
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mShader.Bind();
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}
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@ -41,7 +41,8 @@ void FColormapShader::Bind()
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/colormap");
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shader.SetAttribLocation(0, "PositionInProjection");
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Uniforms.Init(shader);
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shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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Uniforms.Init();
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}
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shader.Bind();
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}
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@ -91,8 +91,9 @@ void FFXAAShader::Bind()
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/fxaa");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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InputTexture.Init(shader, "InputTexture");
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Uniforms.Init(shader);
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Uniforms.Init();
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}
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shader.Bind();
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@ -40,8 +40,9 @@ void FLensShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/lensdistortion");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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InputTexture.Init(mShader, "InputTexture");
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Uniforms.Init(mShader);
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Uniforms.Init();
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}
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mShader.Bind();
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}
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@ -39,7 +39,8 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
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mShader.Link(program_name);
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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Uniforms.Init(mShader);
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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Uniforms.Init();
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}
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void FPresentShader::Bind()
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@ -159,6 +159,19 @@ void FShaderProgram::SetAttribLocation(int index, const char *name)
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glBindAttribLocation(mProgram, index, name);
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}
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//==========================================================================
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//
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// Set uniform buffer location
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//
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//==========================================================================
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void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
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{
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GLuint uniformBlockIndex = glGetUniformBlockIndex(mProgram, name);
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if (uniformBlockIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(mProgram, uniformBlockIndex, index);
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}
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//==========================================================================
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//
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// Makes the shader the active program
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@ -47,7 +47,6 @@ public:
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mName = name;
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mFields = fields;
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FString decl;
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@ -61,23 +60,18 @@ public:
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return decl;
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}
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void Init(GLuint hShader, int index = POSTPROCESS_BINDINGPOINT)
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void Init()
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{
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GLuint uniformBlockIndex = glGetUniformBlockIndex(hShader, mName);
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if (uniformBlockIndex != GL_INVALID_INDEX)
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{
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glUniformBlockBinding(hShader, uniformBlockIndex, index);
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if (!mBufferHandle)
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glGenBuffers(1, (GLuint*)&mBufferHandle);
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mIndex = index;
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}
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}
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void Set()
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void Set(int index)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferHandle);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(T), &Values, GL_STREAM_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, mIndex, mBufferHandle);
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glBindBufferBase(GL_UNIFORM_BUFFER, index, mBufferHandle);
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}
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T *operator->() { return &Values; }
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@ -109,8 +103,6 @@ private:
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}
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}
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const char *mName = nullptr;
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int mIndex = -1;
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GLuint mBufferHandle = 0;
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std::vector<UniformFieldDesc> mFields;
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std::vector<int> mUniformLocations;
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@ -134,6 +126,7 @@ public:
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void SetFragDataLocation(int index, const char *name);
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void Link(const char *name);
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void SetAttribLocation(int index, const char *name);
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void SetUniformBufferLocation(int index, const char *name);
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void Bind();
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operator GLuint() const { return mProgram; }
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@ -35,7 +35,8 @@ void FShadowMapShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/shadowmap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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Uniforms.Init(mShader);
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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Uniforms.Init();
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}
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mShader.Bind();
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}
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@ -76,8 +76,9 @@ void FExposureExtractShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/exposureextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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SceneTexture.Init(mShader, "SceneTexture");
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Uniforms.Init(mShader);
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Uniforms.Init();
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}
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mShader.Bind();
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}
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@ -107,8 +108,9 @@ void FExposureCombineShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/exposurecombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Uniforms.Init(mShader);
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Uniforms.Init();
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}
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mShader.Bind();
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}
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@ -118,7 +118,7 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
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screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
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};
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shader.Uniforms.Set();
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shader.Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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}
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// fixme: I don't know how to get absolute window position on Mac and Linux
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@ -155,7 +155,7 @@ void CheckerInterleaved3D::Present() const
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2; // because we want the top pixel offset, but gl_FragCoord.y is the bottom pixel offset
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GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
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GLRenderer->mPresent3dCheckerShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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GLRenderer->RenderScreenQuad();
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}
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@ -193,7 +193,7 @@ void ColumnInterleaved3D::Present() const
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#endif // _WIN32
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GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
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GLRenderer->mPresent3dColumnShader->Uniforms.Set();
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GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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GLRenderer->RenderScreenQuad();
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}
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@ -220,7 +220,7 @@ void RowInterleaved3D::Present() const
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+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
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) % 2;
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GLRenderer->mPresent3dColumnShader->Uniforms.Set();
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GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
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GLRenderer->RenderScreenQuad();
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}
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