UBO bindings in GLSL now search for free spaces

This commit is contained in:
ReinUsesLisp 2018-06-23 15:05:22 -03:00
parent cc298c676a
commit 5cd6ce87b7

View file

@ -157,8 +157,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public void Prepare(bool TrySPIRV) public void Prepare(bool TrySPIRV)
{ {
Console.WriteLine(GL.GetInteger(GetPName.MaxUniformBufferBindings));
for (int Stage = 0; Stage < 5; Stage++) for (int Stage = 0; Stage < 5; Stage++)
{ {
for (int Cbuf = 0; Cbuf < BuffersPerStage; Cbuf++) for (int Cbuf = 0; Cbuf < BuffersPerStage; Cbuf++)
@ -405,21 +403,22 @@ namespace Ryujinx.Graphics.Gal.OpenGL
CheckProgramLink(Handle); CheckProgramLink(Handle);
if (Language == ShadingLanguage.GLSL) switch (Language)
{ {
BindUniformBlocksIfNotNull(Handle, Current.Vertex); case ShadingLanguage.GLSL:
BindUniformBlocksIfNotNull(Handle, Current.TessControl); {
BindUniformBlocksIfNotNull(Handle, Current.TessEvaluation); int FreeBinding = 0;
BindUniformBlocksIfNotNull(Handle, Current.Geometry);
BindUniformBlocksIfNotNull(Handle, Current.Fragment); FreeBinding = BindUniformBlocksIfNotNull(Handle, FreeBinding, Current.Vertex);
FreeBinding = BindUniformBlocksIfNotNull(Handle, FreeBinding, Current.TessControl);
FreeBinding = BindUniformBlocksIfNotNull(Handle, FreeBinding, Current.TessEvaluation);
FreeBinding = BindUniformBlocksIfNotNull(Handle, FreeBinding, Current.Geometry);
FreeBinding = BindUniformBlocksIfNotNull(Handle, FreeBinding, Current.Fragment);
break;
} }
Programs.Add(Current, Handle); case ShadingLanguage.SPIRV:
} {
GL.UseProgram(Handle);
//TODO: This could be done once, right?
for (int Stage = 0; Stage < 5; Stage++) for (int Stage = 0; Stage < 5; Stage++)
{ {
for (int Cbuf = 0; Cbuf < BuffersPerStage; Cbuf++) for (int Cbuf = 0; Cbuf < BuffersPerStage; Cbuf++)
@ -431,6 +430,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, Binding, Buffer.Handle); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, Binding, Buffer.Handle);
} }
} }
break;
}
}
Programs.Add(Current, Handle);
}
GL.UseProgram(Handle);
CurrentProgramHandle = Handle; CurrentProgramHandle = Handle;
} }
@ -445,7 +452,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
} }
} }
private void BindUniformBlocksIfNotNull(int ProgramHandle, ShaderStage Stage) private int BindUniformBlocksIfNotNull(int ProgramHandle, int FreeBinding, ShaderStage Stage)
{ {
if (Stage != null) if (Stage != null)
{ {
@ -458,11 +465,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
throw new InvalidOperationException(); throw new InvalidOperationException();
} }
int Binding = Shader.UniformBinding.Get(Stage.Type, DeclInfo.Cbuf); GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
GL.UniformBlockBinding(ProgramHandle, BlockIndex, Binding); OGLStreamBuffer Buffer = Buffers[(int)Stage.Type][DeclInfo.Cbuf];
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
FreeBinding++;
} }
} }
return FreeBinding;
} }
private static void CheckCompilation(int Handle) private static void CheckCompilation(int Handle)