gl_shader_decompiler: Normalize cbuf bindings
Stage and compute shaders were using a different binding counter. Normalize these.
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@ -857,13 +857,13 @@ bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
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void RasterizerOpenGL::SetupDrawConstBuffers(std::size_t stage_index, const Shader& shader) {
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void RasterizerOpenGL::SetupDrawConstBuffers(std::size_t stage_index, const Shader& shader) {
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MICROPROFILE_SCOPE(OpenGL_UBO);
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MICROPROFILE_SCOPE(OpenGL_UBO);
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const u32 base_binding = device.GetBaseBindings(stage_index).uniform_buffer;
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const auto& stages = system.GPU().Maxwell3D().state.shader_stages;
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const auto& stages = system.GPU().Maxwell3D().state.shader_stages;
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const auto& shader_stage = stages[stage_index];
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const auto& shader_stage = stages[stage_index];
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u32 binding = device.GetBaseBindings(stage_index).uniform_buffer;
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for (const auto& entry : shader->GetShaderEntries().const_buffers) {
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for (const auto& entry : shader->GetShaderEntries().const_buffers) {
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const auto& buffer = shader_stage.const_buffers[entry.GetIndex()];
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const auto& buffer = shader_stage.const_buffers[entry.GetIndex()];
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SetupConstBuffer(base_binding + entry.GetIndex(), buffer, entry);
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SetupConstBuffer(binding++, buffer, entry);
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}
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}
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}
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}
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@ -619,10 +619,9 @@ private:
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}
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}
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void DeclareConstantBuffers() {
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void DeclareConstantBuffers() {
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for (const auto& entry : ir.GetConstantBuffers()) {
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u32 binding = device.GetBaseBindings(stage).uniform_buffer;
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const auto [index, size] = entry;
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for (const auto& [index, cbuf] : ir.GetConstantBuffers()) {
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const u32 binding = device.GetBaseBindings(stage).uniform_buffer + index;
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code.AddLine("layout (std140, binding = {}) uniform {} {{", binding++,
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code.AddLine("layout (std140, binding = {}) uniform {} {{", binding,
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GetConstBufferBlock(index));
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GetConstBufferBlock(index));
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code.AddLine(" uvec4 {}[{}];", GetConstBuffer(index), MAX_CONSTBUFFER_ELEMENTS);
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code.AddLine(" uvec4 {}[{}];", GetConstBuffer(index), MAX_CONSTBUFFER_ELEMENTS);
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code.AddLine("}};");
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code.AddLine("}};");
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@ -632,10 +631,7 @@ private:
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void DeclareGlobalMemory() {
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void DeclareGlobalMemory() {
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u32 binding = device.GetBaseBindings(stage).shader_storage_buffer;
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u32 binding = device.GetBaseBindings(stage).shader_storage_buffer;
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for (const auto& [base, usage] : ir.GetGlobalMemory()) {
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for (const auto& gmem : ir.GetGlobalMemory()) {
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const auto& [base, usage] = gmem;
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// Since we don't know how the shader will use the shader, hint the driver to disable as
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// Since we don't know how the shader will use the shader, hint the driver to disable as
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// much optimizations as possible
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// much optimizations as possible
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std::string qualifier = "coherent volatile";
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std::string qualifier = "coherent volatile";
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