gl_shader_decompiler: Normalize cbuf bindings

Stage and compute shaders were using a different binding counter.
Normalize these.
This commit is contained in:
ReinUsesLisp 2019-11-21 14:21:42 -03:00
parent f936b86c7c
commit 36d9b409fc
No known key found for this signature in database
GPG key ID: 2DFC508897B39CFE
2 changed files with 6 additions and 10 deletions

View file

@ -857,13 +857,13 @@ bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
void RasterizerOpenGL::SetupDrawConstBuffers(std::size_t stage_index, const Shader& shader) {
MICROPROFILE_SCOPE(OpenGL_UBO);
const u32 base_binding = device.GetBaseBindings(stage_index).uniform_buffer;
const auto& stages = system.GPU().Maxwell3D().state.shader_stages;
const auto& shader_stage = stages[stage_index];
u32 binding = device.GetBaseBindings(stage_index).uniform_buffer;
for (const auto& entry : shader->GetShaderEntries().const_buffers) {
const auto& buffer = shader_stage.const_buffers[entry.GetIndex()];
SetupConstBuffer(base_binding + entry.GetIndex(), buffer, entry);
SetupConstBuffer(binding++, buffer, entry);
}
}

View file

@ -619,10 +619,9 @@ private:
}
void DeclareConstantBuffers() {
for (const auto& entry : ir.GetConstantBuffers()) {
const auto [index, size] = entry;
const u32 binding = device.GetBaseBindings(stage).uniform_buffer + index;
code.AddLine("layout (std140, binding = {}) uniform {} {{", binding,
u32 binding = device.GetBaseBindings(stage).uniform_buffer;
for (const auto& [index, cbuf] : ir.GetConstantBuffers()) {
code.AddLine("layout (std140, binding = {}) uniform {} {{", binding++,
GetConstBufferBlock(index));
code.AddLine(" uvec4 {}[{}];", GetConstBuffer(index), MAX_CONSTBUFFER_ELEMENTS);
code.AddLine("}};");
@ -632,10 +631,7 @@ private:
void DeclareGlobalMemory() {
u32 binding = device.GetBaseBindings(stage).shader_storage_buffer;
for (const auto& gmem : ir.GetGlobalMemory()) {
const auto& [base, usage] = gmem;
for (const auto& [base, usage] : ir.GetGlobalMemory()) {
// Since we don't know how the shader will use the shader, hint the driver to disable as
// much optimizations as possible
std::string qualifier = "coherent volatile";