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renderer_opengl: Use explicit binding for presentation shaders
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parent
75cc501d52
commit
3a44faff11
2 changed files with 20 additions and 34 deletions
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@ -27,18 +27,18 @@ namespace OpenGL {
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namespace {
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namespace {
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constexpr char vertex_shader[] = R"(
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constexpr char vertex_shader[] = R"(
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#version 150 core
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#version 430 core
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in vec2 vert_position;
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layout (location = 0) in vec2 vert_position;
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in vec2 vert_tex_coord;
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layout (location = 1) in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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layout (location = 0) uniform mat3x2 modelview_matrix;
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void main() {
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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@ -50,20 +50,22 @@ void main() {
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)";
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)";
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constexpr char fragment_shader[] = R"(
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constexpr char fragment_shader[] = R"(
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#version 150 core
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#version 430 core
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in vec2 frag_tex_coord;
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layout (location = 0) in vec2 frag_tex_coord;
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out vec4 color;
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layout (location = 0) out vec4 color;
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uniform sampler2D color_texture;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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void main() {
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// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
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// support more framebuffer pixel formats.
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color = texture(color_texture, frag_tex_coord);
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color = texture(color_texture, frag_tex_coord);
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}
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}
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)";
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)";
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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/// Vertex structure that the drawn screen rectangles are composed of.
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/// Vertex structure that the drawn screen rectangles are composed of.
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struct ScreenRectVertex {
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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@ -257,10 +259,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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state.draw.shader_program = shader.handle;
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state.draw.shader_program = shader.handle;
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state.AllDirty();
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state.AllDirty();
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state.Apply();
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state.Apply();
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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attrib_position = glGetAttribLocation(shader.handle, "vert_position");
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attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
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// Generate VBO handle for drawing
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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vertex_buffer.Create();
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@ -271,14 +269,14 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Attach vertex data to VAO
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// Attach vertex data to VAO
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
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glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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offsetof(ScreenRectVertex, position));
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glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
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glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, tex_coord));
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offsetof(ScreenRectVertex, tex_coord));
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glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
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glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0);
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glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
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glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
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glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
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glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation);
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glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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sizeof(ScreenRectVertex));
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sizeof(ScreenRectVertex));
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@ -420,11 +418,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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// Set projection matrix
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// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix =
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std::array<GLfloat, 3 * 2> ortho_matrix =
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MakeOrthographicMatrix((float)layout.width, (float)layout.height);
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MakeOrthographicMatrix((float)layout.width, (float)layout.height);
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
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DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
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(float)screen.GetWidth(), (float)screen.GetHeight());
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(float)screen.GetWidth(), (float)screen.GetHeight());
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@ -104,14 +104,6 @@ private:
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/// OpenGL framebuffer data
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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std::vector<u8> gl_framebuffer_data;
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// Shader uniform location indices
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GLuint uniform_modelview_matrix;
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GLuint uniform_color_texture;
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// Shader attribute input indices
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GLuint attrib_position;
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GLuint attrib_tex_coord;
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/// Used for transforming the framebuffer orientation
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/// Used for transforming the framebuffer orientation
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Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
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Tegra::FramebufferConfig::TransformFlags framebuffer_transform_flags;
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Common::Rectangle<int> framebuffer_crop_rect;
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Common::Rectangle<int> framebuffer_crop_rect;
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