Use regular uniform location

The support for GL_ARB_explicit_uniform_location is not that good
(53% according to http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_explicit_uniform_location).

This fix the shader compilation on Intel HD 4000 (#1222).
This commit is contained in:
Pierre de La Morinerie 2015-11-25 11:56:11 +01:00
parent c642dc459b
commit 0735630744
3 changed files with 5 additions and 15 deletions

View file

@ -492,9 +492,10 @@ void RasterizerOpenGL::SetShader() {
state.Apply();
// Set the texture samplers to correspond to different texture units
glUniform1i(PicaShader::Uniform::Texture0, 0);
glUniform1i(PicaShader::Uniform::Texture1, 1);
glUniform1i(PicaShader::Uniform::Texture2, 2);
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
glUniform1i(uniform_tex, 0);
glUniform1i(uniform_tex + 1, 1);
glUniform1i(uniform_tex + 2, 2);
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();

View file

@ -138,13 +138,6 @@ public:
struct PicaShader {
/// OpenGL shader resource
OGLShader shader;
/// Fragment shader uniforms
enum Uniform : GLuint {
Texture0 = 0,
Texture1 = 1,
Texture2 = 2,
};
};
private:

View file

@ -321,8 +321,6 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
std::string GenerateFragmentShader(const PicaShaderConfig& config) {
std::string out = R"(
#version 330
#extension GL_ARB_explicit_uniform_location : require
#define NUM_TEV_STAGES 6
in vec4 primary_color;
@ -338,9 +336,7 @@ layout (std140) uniform shader_data {
)";
using Uniform = RasterizerOpenGL::PicaShader::Uniform;
out += "layout(location = " + std::to_string((int)Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
out += "uniform sampler2D tex[3];\n";
out += "void main() {\n";
out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
out += "vec4 last_tex_env_out = vec4(0.0);\n";