3292: Some shader refactoring r=def- a=Jupeyy

Small refactoring for GL 3.3+ shaders.
Removes "if" checks where unneeded or CPU can calculate the result faster.

Also renames some uniforms to be consistent within all shaders.

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
This commit is contained in:
bors[bot] 2020-11-11 17:32:04 +00:00 committed by GitHub
commit bddb02e34d
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 164 additions and 154 deletions

View file

@ -1,5 +1,4 @@
uniform int isTextured;
uniform sampler2D textureSampler;
uniform sampler2D gTextureSampler;
noperspective in vec2 texCoord;
noperspective in vec4 vertColor;
@ -7,10 +6,10 @@ noperspective in vec4 vertColor;
out vec4 FragClr;
void main()
{
if(isTextured == 1)
{
vec4 tex = texture(textureSampler, texCoord);
#ifdef TW_TEXTURED
vec4 tex = texture(gTextureSampler, texCoord);
FragClr = tex * vertColor;
}
else FragClr = vertColor;
#else
FragClr = vertColor;
#endif
}

View file

@ -2,14 +2,14 @@ layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 Pos;
uniform mat4x2 gPos;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}

View file

@ -4,7 +4,9 @@ layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 gPos;
#ifndef TW_ROTATIONLESS
uniform float gRotation;
#endif
uniform vec2 gCenter;
noperspective out vec2 texCoord;
@ -13,14 +15,13 @@ noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(gRotation != 0.0)
{
#ifndef TW_ROTATIONLESS
float X = FinalPos.x - gCenter.x;
float Y = FinalPos.y - gCenter.y;
FinalPos.x = X * cos(gRotation) - Y * sin(gRotation) + gCenter.x;
FinalPos.y = X * sin(gRotation) + Y * cos(gRotation) + gCenter.y;
}
#endif
gl_Position = vec4(gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;

View file

@ -1,6 +1,6 @@
uniform sampler2D textureSampler;
uniform sampler2D gTextureSampler;
uniform vec4 VerticesColor;
uniform vec4 gVerticesColor;
noperspective in vec2 texCoord;
noperspective in vec4 vertColor;
@ -8,6 +8,6 @@ noperspective in vec4 vertColor;
out vec4 FragClr;
void main()
{
vec4 tex = texture(textureSampler, texCoord);
FragClr = tex * vertColor * VerticesColor;
vec4 tex = texture(gTextureSampler, texCoord);
FragClr = tex * vertColor * gVerticesColor;
}

View file

@ -2,10 +2,10 @@ layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 Pos;
uniform mat4x2 gPos;
uniform vec4 RSP[228];
uniform vec2 Center;
uniform vec4 gRSP[228];
uniform vec2 gCenter;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
@ -13,22 +13,22 @@ noperspective out vec4 vertColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(RSP[gl_InstanceID].w != 0.0)
if(gRSP[gl_InstanceID].w != 0.0)
{
float X = FinalPos.x - Center.x;
float Y = FinalPos.y - Center.y;
float X = FinalPos.x - gCenter.x;
float Y = FinalPos.y - gCenter.y;
FinalPos.x = X * cos(RSP[gl_InstanceID].w) - Y * sin(RSP[gl_InstanceID].w) + Center.x;
FinalPos.y = X * sin(RSP[gl_InstanceID].w) + Y * cos(RSP[gl_InstanceID].w) + Center.y;
FinalPos.x = X * cos(gRSP[gl_InstanceID].w) - Y * sin(gRSP[gl_InstanceID].w) + gCenter.x;
FinalPos.y = X * sin(gRSP[gl_InstanceID].w) + Y * cos(gRSP[gl_InstanceID].w) + gCenter.y;
}
FinalPos.x *= RSP[gl_InstanceID].z;
FinalPos.y *= RSP[gl_InstanceID].z;
FinalPos.x *= gRSP[gl_InstanceID].z;
FinalPos.y *= gRSP[gl_InstanceID].z;
FinalPos.x += RSP[gl_InstanceID].x;
FinalPos.y += RSP[gl_InstanceID].y;
FinalPos.x += gRSP[gl_InstanceID].x;
FinalPos.y += gRSP[gl_InstanceID].y;
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
gl_Position = vec4(gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}

View file

@ -1,8 +1,8 @@
uniform sampler2D textSampler;
uniform sampler2D textOutlineSampler;
uniform sampler2D gTextSampler;
uniform sampler2D gTextOutlineSampler;
uniform vec4 vertColor;
uniform vec4 vertOutlineColor;
uniform vec4 gVertColor;
uniform vec4 gVertOutlineColor;
noperspective in vec2 texCoord;
noperspective in vec4 outVertColor;
@ -10,8 +10,8 @@ noperspective in vec4 outVertColor;
out vec4 FragClr;
void main()
{
vec4 textColor = vertColor * outVertColor * texture(textSampler, texCoord);
vec4 textOutlineTex = vertOutlineColor * texture(textOutlineSampler, texCoord);
vec4 textColor = gVertColor * outVertColor * texture(gTextSampler, texCoord);
vec4 textOutlineTex = gVertOutlineColor * texture(gTextOutlineSampler, texCoord);
// ratio between the two textures
float OutlineBlend = (1.0 - textColor.a);
@ -29,10 +29,6 @@ void main()
float RealAlpha = (textOutlineFrag.a + textColor.a);
// discard transparent fragments
if(RealAlpha == 0.0)
discard;
// simply add the color we will loose through blending
FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
}

View file

@ -2,16 +2,16 @@ layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 Pos;
uniform float textureSize;
uniform mat4x2 gPos;
uniform float gTextureSize;
noperspective out vec2 texCoord;
noperspective out vec4 outVertColor;
void main()
{
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = vec2(inVertexTexCoord.x / textureSize, inVertexTexCoord.y / textureSize);
texCoord = vec2(inVertexTexCoord.x / gTextureSize, inVertexTexCoord.y / gTextureSize);
outVertColor = inVertexColor;
}

View file

@ -335,6 +335,11 @@ void *CCommandProcessorFragment_OpenGL::Resize(int Width, int Height, int NewWid
return pTmpData;
}
bool CCommandProcessorFragment_OpenGL::IsTexturedState(const CCommandBuffer::SState &State)
{
return State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES;
}
void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State, bool Use2DArrayTextures)
{
// blend
@ -387,7 +392,7 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St
}
// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(State))
{
if(!Use2DArrayTextures)
{
@ -1009,7 +1014,7 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S
}
// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(State))
{
int Slot = 0;
if(m_UseMultipleTextureUnits)
@ -1063,14 +1068,6 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S
}
}
}
if(pProgram->m_LocIsTextured != -1)
{
if(pProgram->m_LastIsTextured != 1)
{
pProgram->SetUniform(pProgram->m_LocIsTextured, 1);
pProgram->m_LastIsTextured = 1;
}
}
if(pProgram->m_LastTextureSampler != Slot)
{
@ -1102,17 +1099,6 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S
m_aTextures[State.m_Texture].m_LastWrapMode = State.m_WrapMode;
}
}
else
{
if(pProgram->m_LocIsTextured != -1)
{
if(pProgram->m_LastIsTextured != 0)
{
pProgram->SetUniform(pProgram->m_LocIsTextured, 0);
pProgram->m_LastIsTextured = 0;
}
}
}
if(pProgram->m_LastScreen[0] != State.m_ScreenTL.x || pProgram->m_LastScreen[1] != State.m_ScreenTL.y || pProgram->m_LastScreen[2] != State.m_ScreenBR.x || pProgram->m_LastScreen[3] != State.m_ScreenBR.y)
{
@ -1616,7 +1602,7 @@ void CCommandProcessorFragment_OpenGL2::Cmd_RenderTex3D(const CCommandBuffer::SC
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
@ -1861,7 +1847,7 @@ void CCommandProcessorFragment_OpenGL2::RenderBorderTileEmulation(SBufferContain
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
@ -1946,7 +1932,7 @@ void CCommandProcessorFragment_OpenGL2::RenderBorderTileLineEmulation(SBufferCon
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
@ -2065,7 +2051,7 @@ void CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer(const CCommandBuffer
if(m_HasShaders)
{
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pTileProgramTextured;
}
@ -2192,6 +2178,37 @@ void CCommandProcessorFragment_OpenGL3_3::UseProgram(CGLSLTWProgram *pProgram)
}
}
void CCommandProcessorFragment_OpenGL3_3::InitPrimExProgram(CGLSLPrimitiveExProgram *pProgram, CGLSLCompiler *pCompiler, IStorage *pStorage, bool Textured, bool Rotationless)
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
if(Textured)
pCompiler->AddDefine("TW_TEXTURED", "");
if(Rotationless)
pCompiler->AddDefine("TW_ROTATIONLESS", "");
PrimitiveVertexShader.LoadShader(pCompiler, pStorage, "shader/primex.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(pCompiler, pStorage, "shader/primex.frag", GL_FRAGMENT_SHADER);
if(Textured || Rotationless)
pCompiler->ClearDefines();
pProgram->CreateProgram();
pProgram->AddShader(&PrimitiveVertexShader);
pProgram->AddShader(&PrimitiveFragmentShader);
pProgram->LinkProgram();
UseProgram(pProgram);
pProgram->m_LocPos = pProgram->GetUniformLoc("gPos");
pProgram->m_LocTextureSampler = pProgram->GetUniformLoc("gTextureSampler");
pProgram->m_LocRotation = pProgram->GetUniformLoc("gRotation");
pProgram->m_LocCenter = pProgram->GetUniformLoc("gCenter");
pProgram->m_LocVertciesColor = pProgram->GetUniformLoc("gVerticesColor");
pProgram->SetUniform(pProgram->m_LocRotation, 0.0f);
float Center[2] = {0.f, 0.f};
pProgram->SetUniformVec2(pProgram->m_LocCenter, 1, Center);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand)
{
m_OpenGLTextureLodBIAS = g_Config.m_GfxOpenGLTextureLODBIAS;
@ -2215,6 +2232,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
m_LastBlendMode = CCommandBuffer::BLEND_ALPHA;
m_LastClipEnable = false;
m_pPrimitiveProgram = new CGLSLPrimitiveProgram;
m_pPrimitiveProgramTextured = new CGLSLPrimitiveProgram;
m_pTileProgram = new CGLSLTileProgram;
m_pTileProgramTextured = new CGLSLTileProgram;
m_pPrimitive3DProgram = new CGLSLPrimitiveProgram;
@ -2228,6 +2246,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
m_pTextProgram = new CGLSLTextProgram;
m_pPrimitiveExProgram = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramTextured = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramRotationless = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramTexturedRotationless = new CGLSLPrimitiveExProgram;
m_pSpriteProgramMultiple = new CGLSLSpriteMultipleProgram;
m_LastProgramID = 0;
@ -2251,9 +2271,26 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pPrimitiveProgram);
m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("Pos");
m_pPrimitiveProgram->m_LocIsTextured = m_pPrimitiveProgram->GetUniformLoc("isTextured");
m_pPrimitiveProgram->m_LocTextureSampler = m_pPrimitiveProgram->GetUniformLoc("textureSampler");
m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("gPos");
m_pPrimitiveProgram->m_LocTextureSampler = m_pPrimitiveProgram->GetUniformLoc("gTextureSampler");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_TEXTURED", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitiveProgramTextured->CreateProgram();
m_pPrimitiveProgramTextured->AddShader(&PrimitiveVertexShader);
m_pPrimitiveProgramTextured->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveProgramTextured->LinkProgram();
UseProgram(m_pPrimitiveProgramTextured);
m_pPrimitiveProgramTextured->m_LocPos = m_pPrimitiveProgramTextured->GetUniformLoc("gPos");
m_pPrimitiveProgramTextured->m_LocTextureSampler = m_pPrimitiveProgramTextured->GetUniformLoc("gTextureSampler");
}
{
@ -2471,65 +2508,18 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pTextProgram);
m_pTextProgram->m_LocPos = m_pTextProgram->GetUniformLoc("Pos");
m_pTextProgram->m_LocIsTextured = -1;
m_pTextProgram->m_LocPos = m_pTextProgram->GetUniformLoc("gPos");
m_pTextProgram->m_LocTextureSampler = -1;
m_pTextProgram->m_LocTextSampler = m_pTextProgram->GetUniformLoc("textSampler");
m_pTextProgram->m_LocTextOutlineSampler = m_pTextProgram->GetUniformLoc("textOutlineSampler");
m_pTextProgram->m_LocColor = m_pTextProgram->GetUniformLoc("vertColor");
m_pTextProgram->m_LocOutlineColor = m_pTextProgram->GetUniformLoc("vertOutlineColor");
m_pTextProgram->m_LocTextureSize = m_pTextProgram->GetUniformLoc("textureSize");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/primex.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/primex.frag", GL_FRAGMENT_SHADER);
m_pPrimitiveExProgram->CreateProgram();
m_pPrimitiveExProgram->AddShader(&PrimitiveVertexShader);
m_pPrimitiveExProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveExProgram->LinkProgram();
UseProgram(m_pPrimitiveExProgram);
m_pPrimitiveExProgram->m_LocPos = m_pPrimitiveExProgram->GetUniformLoc("gPos");
m_pPrimitiveExProgram->m_LocIsTextured = -1;
m_pPrimitiveExProgram->m_LocTextureSampler = -1;
m_pPrimitiveExProgram->m_LocRotation = m_pPrimitiveExProgram->GetUniformLoc("gRotation");
m_pPrimitiveExProgram->m_LocCenter = m_pPrimitiveExProgram->GetUniformLoc("gCenter");
m_pPrimitiveExProgram->m_LocVertciesColor = m_pPrimitiveExProgram->GetUniformLoc("gVerticesColor");
m_pPrimitiveExProgram->SetUniform(m_pPrimitiveExProgram->m_LocRotation, 0.0f);
float Center[2] = {0.f, 0.f};
m_pPrimitiveExProgram->SetUniformVec2(m_pPrimitiveExProgram->m_LocCenter, 1, Center);
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_TEXTURED", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/primex.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/primex.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitiveExProgramTextured->CreateProgram();
m_pPrimitiveExProgramTextured->AddShader(&PrimitiveVertexShader);
m_pPrimitiveExProgramTextured->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveExProgramTextured->LinkProgram();
UseProgram(m_pPrimitiveExProgramTextured);
m_pPrimitiveExProgramTextured->m_LocPos = m_pPrimitiveExProgramTextured->GetUniformLoc("gPos");
m_pPrimitiveExProgramTextured->m_LocIsTextured = -1;
m_pPrimitiveExProgramTextured->m_LocTextureSampler = m_pPrimitiveExProgramTextured->GetUniformLoc("gTextureSampler");
m_pPrimitiveExProgramTextured->m_LocRotation = m_pPrimitiveExProgramTextured->GetUniformLoc("gRotation");
m_pPrimitiveExProgramTextured->m_LocCenter = m_pPrimitiveExProgramTextured->GetUniformLoc("gCenter");
m_pPrimitiveExProgramTextured->m_LocVertciesColor = m_pPrimitiveExProgramTextured->GetUniformLoc("gVerticesColor");
m_pPrimitiveExProgramTextured->SetUniform(m_pPrimitiveExProgramTextured->m_LocRotation, 0.0f);
float Center[2] = {0.f, 0.f};
m_pPrimitiveExProgramTextured->SetUniformVec2(m_pPrimitiveExProgramTextured->m_LocCenter, 1, Center);
m_pTextProgram->m_LocTextSampler = m_pTextProgram->GetUniformLoc("gTextSampler");
m_pTextProgram->m_LocTextOutlineSampler = m_pTextProgram->GetUniformLoc("gTextOutlineSampler");
m_pTextProgram->m_LocColor = m_pTextProgram->GetUniformLoc("gVertColor");
m_pTextProgram->m_LocOutlineColor = m_pTextProgram->GetUniformLoc("gVertOutlineColor");
m_pTextProgram->m_LocTextureSize = m_pTextProgram->GetUniformLoc("gTextureSize");
}
InitPrimExProgram(m_pPrimitiveExProgram, &ShaderCompiler, pCommand->m_pStorage, false, false);
InitPrimExProgram(m_pPrimitiveExProgramTextured, &ShaderCompiler, pCommand->m_pStorage, true, false);
InitPrimExProgram(m_pPrimitiveExProgramRotationless, &ShaderCompiler, pCommand->m_pStorage, false, true);
InitPrimExProgram(m_pPrimitiveExProgramTexturedRotationless, &ShaderCompiler, pCommand->m_pStorage, true, true);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
@ -2543,12 +2533,11 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pSpriteProgramMultiple);
m_pSpriteProgramMultiple->m_LocPos = m_pSpriteProgramMultiple->GetUniformLoc("Pos");
m_pSpriteProgramMultiple->m_LocIsTextured = -1;
m_pSpriteProgramMultiple->m_LocTextureSampler = m_pSpriteProgramMultiple->GetUniformLoc("textureSampler");
m_pSpriteProgramMultiple->m_LocRSP = m_pSpriteProgramMultiple->GetUniformLoc("RSP[0]");
m_pSpriteProgramMultiple->m_LocCenter = m_pSpriteProgramMultiple->GetUniformLoc("Center");
m_pSpriteProgramMultiple->m_LocVertciesColor = m_pSpriteProgramMultiple->GetUniformLoc("VerticesColor");
m_pSpriteProgramMultiple->m_LocPos = m_pSpriteProgramMultiple->GetUniformLoc("gPos");
m_pSpriteProgramMultiple->m_LocTextureSampler = m_pSpriteProgramMultiple->GetUniformLoc("gTextureSampler");
m_pSpriteProgramMultiple->m_LocRSP = m_pSpriteProgramMultiple->GetUniformLoc("gRSP[0]");
m_pSpriteProgramMultiple->m_LocCenter = m_pSpriteProgramMultiple->GetUniformLoc("gCenter");
m_pSpriteProgramMultiple->m_LocVertciesColor = m_pSpriteProgramMultiple->GetUniformLoc("gVerticesColor");
float Center[2] = {0.f, 0.f};
m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, Center);
@ -2639,6 +2628,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *
glUseProgram(0);
m_pPrimitiveProgram->DeleteProgram();
m_pPrimitiveProgramTextured->DeleteProgram();
m_pBorderTileProgram->DeleteProgram();
m_pBorderTileProgramTextured->DeleteProgram();
m_pBorderTileLineProgram->DeleteProgram();
@ -2652,10 +2642,13 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *
m_pTextProgram->DeleteProgram();
m_pPrimitiveExProgram->DeleteProgram();
m_pPrimitiveExProgramTextured->DeleteProgram();
m_pPrimitiveExProgramRotationless->DeleteProgram();
m_pPrimitiveExProgramTexturedRotationless->DeleteProgram();
m_pSpriteProgramMultiple->DeleteProgram();
//clean up everything
delete m_pPrimitiveProgram;
delete m_pPrimitiveProgramTextured;
delete m_pBorderTileProgram;
delete m_pBorderTileProgramTextured;
delete m_pBorderTileLineProgram;
@ -2669,6 +2662,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *
delete m_pTextProgram;
delete m_pPrimitiveExProgram;
delete m_pPrimitiveExProgramTextured;
delete m_pPrimitiveExProgramRotationless;
delete m_pPrimitiveExProgramTexturedRotationless;
delete m_pSpriteProgramMultiple;
glBindVertexArray(0);
@ -2989,8 +2984,11 @@ void CCommandProcessorFragment_OpenGL3_3::UploadStreamBufferData(unsigned int Pr
void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
UseProgram(m_pPrimitiveProgram);
SetState(pCommand->m_State, m_pPrimitiveProgram);
CGLSLTWProgram *pProgram = m_pPrimitiveProgram;
if(IsTexturedState(pCommand->m_State))
pProgram = m_pPrimitiveProgramTextured;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
UploadStreamBufferData(pCommand->m_PrimType, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex), pCommand->m_PrimCount);
@ -3023,7 +3021,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SComm
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTex3D(const CCommandBuffer::SCommand_RenderTex3D *pCommand)
{
CGLSLPrimitiveProgram *pProg = m_pPrimitive3DProgram;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
pProg = m_pPrimitive3DProgramTextured;
UseProgram(pProg);
SetState(pCommand->m_State, pProg, true);
@ -3315,7 +3313,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuf
return;
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pBorderTileProgramTextured;
}
@ -3351,7 +3349,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTileLine(const CComman
return;
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pBorderTileLineProgramTextured;
}
@ -3390,7 +3388,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTileLayer(const CCommandBuff
}
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pTileProgramTextured;
}
@ -3431,7 +3429,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadLayer(const CCommandBuff
}
CGLSLQuadProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pQuadProgramTextured;
}
@ -3628,8 +3626,11 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainer(const CCommand
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
UseProgram(m_pPrimitiveProgram);
SetState(pCommand->m_State, m_pPrimitiveProgram);
CGLSLTWProgram *pProgram = m_pPrimitiveProgram;
if(IsTexturedState(pCommand->m_State))
pProgram = m_pPrimitiveProgramTextured;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset);
}
@ -3657,10 +3658,18 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerEx(const CComma
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
CGLSLPrimitiveExProgram *pProgram = m_pPrimitiveExProgram;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
CGLSLPrimitiveExProgram *pProgram = m_pPrimitiveExProgramRotationless;
if(IsTexturedState(pCommand->m_State))
{
if(pCommand->m_Rotation != 0.0f)
pProgram = m_pPrimitiveExProgramTextured;
else
pProgram = m_pPrimitiveExProgramTexturedRotationless;
}
else
{
if(pCommand->m_Rotation != 0.0f)
pProgram = m_pPrimitiveExProgram;
}
UseProgram(pProgram);

View file

@ -170,6 +170,7 @@ public:
};
protected:
bool IsTexturedState(const CCommandBuffer::SState &State);
void SetState(const CCommandBuffer::SState &State, bool Use2DArrayTexture = false);
virtual bool IsNewApi() { return false; }
void DestroyTexture(int Slot);
@ -310,6 +311,7 @@ class CCommandProcessorFragment_OpenGL3_3 : public CCommandProcessorFragment_Ope
static const int m_MaxQuadsPossible = 256;
CGLSLPrimitiveProgram *m_pPrimitiveProgram;
CGLSLPrimitiveProgram *m_pPrimitiveProgramTextured;
CGLSLTileProgram *m_pBorderTileProgram;
CGLSLTileProgram *m_pBorderTileProgramTextured;
CGLSLTileProgram *m_pBorderTileLineProgram;
@ -319,6 +321,8 @@ class CCommandProcessorFragment_OpenGL3_3 : public CCommandProcessorFragment_Ope
CGLSLTextProgram *m_pTextProgram;
CGLSLPrimitiveExProgram *m_pPrimitiveExProgram;
CGLSLPrimitiveExProgram *m_pPrimitiveExProgramTextured;
CGLSLPrimitiveExProgram *m_pPrimitiveExProgramRotationless;
CGLSLPrimitiveExProgram *m_pPrimitiveExProgramTexturedRotationless;
CGLSLSpriteMultipleProgram *m_pSpriteProgramMultiple;
GLuint m_LastProgramID;
@ -353,6 +357,8 @@ class CCommandProcessorFragment_OpenGL3_3 : public CCommandProcessorFragment_Ope
CCommandBuffer::SColorf m_ClearColor;
void InitPrimExProgram(CGLSLPrimitiveExProgram *pProgram, class CGLSLCompiler *pCompiler, class IStorage *pStorage, bool Textured, bool Rotationless);
protected:
static int TexFormatToNewOpenGLFormat(int TexFormat);
bool IsNewApi() override { return true; }

View file

@ -45,13 +45,12 @@ class CGLSLTWProgram : public CGLSLProgram
{
public:
CGLSLTWProgram() :
m_LocPos(-1), m_LocIsTextured(-1), m_LocTextureSampler(-1), m_LastTextureSampler(-1), m_LastIsTextured(-1)
m_LocPos(-1), m_LocTextureSampler(-1), m_LastTextureSampler(-1), m_LastIsTextured(-1)
{
m_LastScreen[0] = m_LastScreen[1] = m_LastScreen[2] = m_LastScreen[3] = -1.f;
}
int m_LocPos;
int m_LocIsTextured;
int m_LocTextureSampler;
int m_LastTextureSampler;