From 3a44faff11892861cb7782750dd7e78079ec40bd Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Thu, 28 Nov 2019 20:25:56 -0300 Subject: [PATCH] renderer_opengl: Use explicit binding for presentation shaders --- .../renderer_opengl/renderer_opengl.cpp | 46 ++++++++----------- .../renderer_opengl/renderer_opengl.h | 8 ---- 2 files changed, 20 insertions(+), 34 deletions(-) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 23b60dbf4..9e66dea60 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -27,18 +27,18 @@ namespace OpenGL { namespace { constexpr char vertex_shader[] = R"( -#version 150 core +#version 430 core -in vec2 vert_position; -in vec2 vert_tex_coord; -out vec2 frag_tex_coord; +layout (location = 0) in vec2 vert_position; +layout (location = 1) in vec2 vert_tex_coord; +layout (location = 0) out vec2 frag_tex_coord; // This is a truncated 3x3 matrix for 2D transformations: // The upper-left 2x2 submatrix performs scaling/rotation/mirroring. // The third column performs translation. // The third row could be used for projection, which we don't need in 2D. It hence is assumed to // implicitly be [0, 0, 1] -uniform mat3x2 modelview_matrix; +layout (location = 0) uniform mat3x2 modelview_matrix; void main() { // Multiply input position by the rotscale part of the matrix and then manually translate by @@ -50,20 +50,22 @@ void main() { )"; constexpr char fragment_shader[] = R"( -#version 150 core +#version 430 core -in vec2 frag_tex_coord; -out vec4 color; +layout (location = 0) in vec2 frag_tex_coord; +layout (location = 0) out vec4 color; -uniform sampler2D color_texture; +layout (binding = 0) uniform sampler2D color_texture; void main() { - // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to - // support more framebuffer pixel formats. color = texture(color_texture, frag_tex_coord); } )"; +constexpr GLint PositionLocation = 0; +constexpr GLint TexCoordLocation = 1; +constexpr GLint ModelViewMatrixLocation = 0; + /// Vertex structure that the drawn screen rectangles are composed of. struct ScreenRectVertex { ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { @@ -257,10 +259,6 @@ void RendererOpenGL::InitOpenGLObjects() { state.draw.shader_program = shader.handle; state.AllDirty(); state.Apply(); - uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); - uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); - attrib_position = glGetAttribLocation(shader.handle, "vert_position"); - attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); // Generate VBO handle for drawing vertex_buffer.Create(); @@ -271,14 +269,14 @@ void RendererOpenGL::InitOpenGLObjects() { // Attach vertex data to VAO glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); - glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE, + glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, position)); - glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, + glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE, offsetof(ScreenRectVertex, tex_coord)); - glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0); - glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0); - glEnableVertexArrayAttrib(vertex_array.handle, attrib_position); - glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord); + glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0); + glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0); + glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation); + glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation); glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); @@ -420,11 +418,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)layout.width, (float)layout.height); - glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); - - // Bind texture in Texture Unit 0 - glActiveTexture(GL_TEXTURE0); - glUniform1i(uniform_color_texture, 0); + glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top, (float)screen.GetWidth(), (float)screen.GetHeight()); diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 6bb620a31..b56328a7f 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -104,14 +104,6 @@ private: /// OpenGL framebuffer data std::vector gl_framebuffer_data; - // Shader uniform location indices - GLuint uniform_modelview_matrix; - GLuint uniform_color_texture; - - // Shader attribute input indices - GLuint attrib_position; - GLuint attrib_tex_coord; - /// Used for transforming the framebuffer orientation Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags; Common::Rectangle framebuffer_crop_rect;