Use sampler buffers in vertex shaders
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@@ -582,7 +582,7 @@ bool GLGSRender::load_program()
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_ring_buffer->get_buffer().id(), scale_offset_offset, 512);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniform_ring_buffer->get_buffer().id(), scale_offset_offset, 512);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_ring_buffer->get_buffer().id(), vertex_constants_offset, 512 * 16);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_ring_buffer->get_buffer().id(), vertex_constants_offset, 512 * 16);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, m_uniform_ring_buffer->get_buffer().id(), fragment_constants_offset, fragment_constants_sz);
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//glBindBufferRange(GL_UNIFORM_BUFFER, 2, m_uniform_ring_buffer->get_buffer().id(), fragment_constants_offset, fragment_constants_sz);
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return true;
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return true;
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}
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}
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@@ -7,7 +7,7 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
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{
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{
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rsx::complete_shader result;
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rsx::complete_shader result;
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result.decompiled = &shader;
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result.decompiled = &shader;
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result.code = "#version 420\n\n";
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result.code = "#version 430\n\n";
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if (shader.raw->type == rsx::program_type::vertex)
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if (shader.raw->type == rsx::program_type::vertex)
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{
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{
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@@ -80,6 +80,7 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
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std::string prepare;
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std::string prepare;
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std::string finalize;
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std::string finalize;
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int location = 1;
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switch (shader.raw->type)
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switch (shader.raw->type)
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{
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{
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@@ -244,10 +245,12 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
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case rsx::program_type::vertex:
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case rsx::program_type::vertex:
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result.code += "out vec4 wpos;\n";
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result.code += "out vec4 wpos;\n";
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// TODO
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if (1)
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if (1)
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{
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{
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finalize += "\tgl_Position = o0;\n";
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finalize += "\tgl_Position = o0;\n";
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finalize += "\tgl_Position = gl_Position * viewport_matrix;\n";
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}
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}
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else
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else
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{
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{
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@@ -261,7 +264,12 @@ rsx::complete_shader glsl_complete_shader(const rsx::decompiled_shader &shader,
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{
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{
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if (shader.input_attributes & (1 << index))
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if (shader.input_attributes & (1 << index))
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{
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{
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result.code += "in vec4 " + rsx::vertex_program::input_attrib_names[index] + ";\n";
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// result.code += "in vec4 " + rsx::vertex_program::input_attrib_names[index] + ";\n";
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// TODO: use actual information about vertex inputs
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result.code += "layout(location=" + std::to_string(location++) + ") uniform samplerBuffer " + rsx::vertex_program::input_attrib_names[index] + "_buffer" + ";\n";
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result.code += "vec4 " + rsx::vertex_program::input_attrib_names[index]
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+ " = texelFetch(" + rsx::vertex_program::input_attrib_names[index] + "_buffer, gl_VertexID).rgba;\n";
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}
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}
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}
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}
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@@ -235,7 +235,7 @@ u32 GLGSRender::set_vertex_buffer()
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auto &vertex_info = vertex_arrays_info[index];
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auto &vertex_info = vertex_arrays_info[index];
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int location;
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int location;
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if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
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if (!m_program->uniforms.has_location(rsx::vertex_program::input_attrib_names[index] + "_buffer", &location))
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continue;
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continue;
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if (!vertex_info.size) // disabled, bind a null sampler
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if (!vertex_info.size) // disabled, bind a null sampler
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@@ -303,7 +303,7 @@ u32 GLGSRender::set_vertex_buffer()
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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for (int index = 0; index < rsx::limits::vertex_count; ++index)
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{
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{
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int location;
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int location;
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if (!m_program->attribs.has_location(rsx::vertex_program::input_attrib_names[index], &location))
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if (!m_program->uniforms.has_location(rsx::vertex_program::input_attrib_names[index] + "_buffer", &location))
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continue;
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continue;
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bool enabled = !!(input_mask & (1 << index));
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bool enabled = !!(input_mask & (1 << index));
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