=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Use layout qualifiers to bind GLSL uniform blocks.
Alexandre Julliard
julliard at winehq.org
Tue Mar 14 16:14:37 CDT 2017
Module: wine
Branch: master
Commit: 9d3b2958caf20039d9f2b01c6836b9175d3e58a3
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9d3b2958caf20039d9f2b01c6836b9175d3e58a3
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Mar 14 13:15:55 2017 +0100
wined3d: Use layout qualifiers to bind GLSL uniform blocks.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 15 +++++++++++++--
1 file changed, 13 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 543acda..ecaa667 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -567,11 +567,15 @@ static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
struct shader_glsl_priv *priv, GLuint program_id,
const struct wined3d_shader_reg_maps *reg_maps)
{
- struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
+ struct wined3d_string_buffer *name;
unsigned int i, base, count;
GLuint block_idx;
+ if (shader_glsl_use_layout_binding_qualifier(gl_info))
+ return;
+
+ name = string_buffer_get(&priv->string_buffers);
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
for (i = 0; i < count; ++i)
{
@@ -1982,6 +1986,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_shader_indexable_temp *idx_temp_reg;
+ unsigned int uniform_block_base, uniform_block_count;
unsigned int i, extra_constants_needed = 0;
const struct wined3d_shader_lconst *lconst;
const char *prefix;
@@ -2082,11 +2087,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
/* Declare constant buffers */
- for (i = 0; i < WINED3D_MAX_CBS; ++i)
+ wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, version->type,
+ &uniform_block_base, &uniform_block_count);
+ for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i)
{
if (reg_maps->cb_sizes[i])
+ {
+ if (shader_glsl_use_layout_binding_qualifier(gl_info))
+ shader_addline(buffer, "layout(binding = %u)\n", uniform_block_base + i);
shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
prefix, i, prefix, i, reg_maps->cb_sizes[i]);
+ }
}
/* Declare texture samplers */
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