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author | bunnei <bunneidev@gmail.com> | 2018-04-18 22:42:40 +0200 |
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committer | GitHub <noreply@github.com> | 2018-04-18 22:42:40 +0200 |
commit | ce4f159b1cf2aa090e41dc0e2fbd65aa6a31942e (patch) | |
tree | f8f53423389ca5787c05e249d65cd2df3f59b037 /src/video_core/renderer_opengl | |
parent | Merge pull request #350 from Subv/tex_components (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 10 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_manager.cpp | 8 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_manager.h | 5 |
3 files changed, 19 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 8b7f17601..254f6e2c3 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -29,9 +29,15 @@ out gl_PerVertex { out vec4 position; +layout (std140) uniform vs_config { + vec4 viewport_flip; +}; + void main() { exec_shader(); + // Viewport can be flipped, which is unsupported by glViewport + position.xy *= viewport_flip.xy; gl_Position = position; } )"; @@ -52,6 +58,10 @@ ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSCo in vec4 position; out vec4 color; +layout (std140) uniform fs_config { + vec4 viewport_flip; +}; + uniform sampler2D tex[32]; void main() { diff --git a/src/video_core/renderer_opengl/gl_shader_manager.cpp b/src/video_core/renderer_opengl/gl_shader_manager.cpp index 85b838faa..17b3925a0 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.cpp +++ b/src/video_core/renderer_opengl/gl_shader_manager.cpp @@ -53,6 +53,12 @@ void SetShaderSamplerBindings(GLuint shader) { } // namespace Impl -void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {} +void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) { + const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + + // TODO(bunnei): Support more than one viewport + viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0 : 1.0; + viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0 : 1.0; +} } // namespace GLShader diff --git a/src/video_core/renderer_opengl/gl_shader_manager.h b/src/video_core/renderer_opengl/gl_shader_manager.h index be63320e0..e963b4b7e 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.h +++ b/src/video_core/renderer_opengl/gl_shader_manager.h @@ -30,10 +30,9 @@ void SetShaderSamplerBindings(GLuint shader); // Not following that rule will cause problems on some AMD drivers. struct MaxwellUniformData { void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage); - // TODO(Subv): Use this for something. + alignas(16) GLvec4 viewport_flip; }; -// static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is -// incorrect"); +static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect"); static_assert(sizeof(MaxwellUniformData) < 16384, "MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); |