wined3d: Use layout qualifiers to bind GLSL uniform blocks.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-14 13:15:55 +01:00 committed by Alexandre Julliard
parent 3567544ade
commit 9d3b2958ca
1 changed files with 13 additions and 2 deletions

View File

@ -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 */