mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- 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:
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)
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glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW);
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}
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}
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//==========================================================================
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//
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// This needs to go away later.
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//
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//==========================================================================
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void GLUniformBuffer::Bind(int bindingpoint)
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{
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glBindBufferBase(GL_UNIFORM_BUFFER, bindingpoint, mBufferId);
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}
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@ -14,6 +14,7 @@ public:
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~GLUniformBuffer();
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void SetData(const void *data) override;
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void Bind(int bindingpoint) override;
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unsigned ID() const
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{
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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(POSTPROCESS_BINDINGPOINT);
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GLRenderer->mShadowMapShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mLinearDepthShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mSSAOShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mDepthBlurShader->Uniforms[false].Set();
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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(POSTPROCESS_BINDINGPOINT);
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mDepthBlurShader->Uniforms[true].Set();
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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(POSTPROCESS_BINDINGPOINT);
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mSSAOCombineShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mExposureExtractShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mExposureCombineShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mBloomExtractShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mColormapShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mLensShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mFXAAShader->Uniforms.Set();
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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(POSTPROCESS_BINDINGPOINT);
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mPresentShader->Uniforms.Set();
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RenderScreenQuad();
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}
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@ -42,7 +42,7 @@ 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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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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DepthTexture.Init(*mShader, "DepthTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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Uniforms.Init();
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@ -68,7 +68,7 @@ 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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mShader->SetUniformBufferLocation(Uniforms.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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@ -119,7 +119,7 @@ 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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shader.SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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Uniforms[vertical].Init();
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}
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@ -144,7 +144,7 @@ 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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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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AODepthTexture.Init(*mShader, "AODepthTexture");
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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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Uniforms.Init();
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@ -42,7 +42,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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@ -94,7 +94,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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enum Quality
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@ -137,7 +137,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms[2];
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
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private:
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FShaderProgram mShader[2];
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@ -172,7 +172,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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@ -40,7 +40,7 @@ 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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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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SceneTexture.Init(mShader, "SceneTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Uniforms.Init();
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@ -26,7 +26,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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FShaderProgram mShader;
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@ -41,7 +41,7 @@ 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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shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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shader.Bind();
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@ -25,7 +25,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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@ -91,7 +91,7 @@ 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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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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InputTexture.Init(shader, "InputTexture");
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Uniforms.Init();
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}
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@ -65,7 +65,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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FShaderProgram mShaders[Count];
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@ -40,7 +40,7 @@ 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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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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InputTexture.Init(mShader, "InputTexture");
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Uniforms.Init();
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}
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@ -32,7 +32,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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FShaderProgram mShader;
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@ -39,7 +39,7 @@ 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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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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@ -34,7 +34,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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protected:
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virtual void Init(const char * vtx_shader_name, const char * program_name);
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@ -20,6 +20,7 @@ enum class UniformType
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UVec2,
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UVec3,
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UVec4,
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Mat4
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};
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class UniformFieldDesc
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std::size_t Offset;
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};
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template<typename T>
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template<typename T, int bindingpoint>
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class ShaderUniforms
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{
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public:
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delete mBuffer;
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}
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int BindingPoint() const
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{
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return bindingpoint;
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}
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mFields = fields;
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FString decl;
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decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(mBindingPoint).GetChars(), name);
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decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(bindingpoint).GetChars(), name);
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for (const auto &field : fields)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
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mBuffer = screen->CreateUniformBuffer(sizeof(T));
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}
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void Set(int index)
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void Set(bool bind = true)
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{
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if (mBuffer != nullptr)
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mBuffer->SetData(&Values);
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// Needs to be done in an API independent way!
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glBindBufferBase(GL_UNIFORM_BUFFER, index, ((GLUniformBuffer*)mBuffer)->ID());
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// Let's hope this can be done better when things have moved further ahead.
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// This really is not the best place to add something that depends on API behavior.
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if (bind) mBuffer->Bind(bindingpoint);
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}
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T *operator->() { return &Values; }
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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IUniformBuffer *mBuffer = nullptr;
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std::vector<UniformFieldDesc> mFields;
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int mBindingPoint; // Fixme: This needs to be known on init because Vulkan wants to put it into the block declaration.
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};
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class FShaderProgram
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@ -35,7 +35,7 @@ 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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mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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mShader.Bind();
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@ -25,7 +25,7 @@ public:
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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FShaderProgram mShader;
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@ -76,7 +76,7 @@ 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");
|
||||
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
|
||||
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||
SceneTexture.Init(mShader, "SceneTexture");
|
||||
Uniforms.Init();
|
||||
}
|
||||
|
@ -108,7 +108,7 @@ void FExposureCombineShader::Bind()
|
|||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/exposurecombine");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
mShader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
|
||||
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
|
||||
ExposureTexture.Init(mShader, "ExposureTexture");
|
||||
Uniforms.Init();
|
||||
}
|
||||
|
|
|
@ -53,7 +53,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
ShaderUniforms<UniformBlock> Uniforms;
|
||||
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
|
@ -96,7 +96,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
ShaderUniforms<UniformBlock> Uniforms;
|
||||
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
|
|
|
@ -118,7 +118,7 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
|
|||
screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
|
||||
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
|
||||
|
@ -155,7 +155,7 @@ void CheckerInterleaved3D::Present() const
|
|||
+ 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
|
||||
|
||||
GLRenderer->mPresent3dCheckerShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
|
||||
GLRenderer->mPresent3dCheckerShader->Uniforms.Set();
|
||||
GLRenderer->RenderScreenQuad();
|
||||
}
|
||||
|
||||
|
@ -193,7 +193,7 @@ void ColumnInterleaved3D::Present() const
|
|||
#endif // _WIN32
|
||||
|
||||
GLRenderer->mPresent3dColumnShader->Uniforms->WindowPositionParity = windowHOffset;
|
||||
GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
|
||||
GLRenderer->mPresent3dColumnShader->Uniforms.Set();
|
||||
|
||||
GLRenderer->RenderScreenQuad();
|
||||
}
|
||||
|
@ -220,7 +220,7 @@ void RowInterleaved3D::Present() const
|
|||
+ screen->mOutputLetterbox.height + 1 // +1 because of origin at bottom
|
||||
) % 2;
|
||||
|
||||
GLRenderer->mPresent3dColumnShader->Uniforms.Set(POSTPROCESS_BINDINGPOINT);
|
||||
GLRenderer->mPresent3dColumnShader->Uniforms.Set();
|
||||
GLRenderer->RenderScreenQuad();
|
||||
}
|
||||
|
||||
|
|
|
@ -12,6 +12,7 @@ protected:
|
|||
public:
|
||||
virtual ~IUniformBuffer() {}
|
||||
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.
|
||||
|
||||
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue