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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-05 05:00:06 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-30 04:11:02 +0100
commit52c326c301c2df30833efd85f14b03bc75f92bdb (patch)
tree765adbfe1b677d01d8148b5e1888ff6e1d571de7 /src/video_core/renderer_opengl/gl_shader_gen.cpp
parentMerge pull request #1960 from ReinUsesLisp/shader-ir-ldg (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp13
1 files changed, 5 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 446d1a93f..04e1db911 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -20,15 +20,14 @@ static constexpr u32 PROGRAM_OFFSET{10};
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
- std::string out = "#version 430 core\n";
- out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
layout (location = 0) out vec4 position;
-layout(std140) uniform vs_config {
+layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
@@ -78,7 +77,6 @@ void main() {
}
ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
- // Version is intentionally skipped in shader generation, it's added by the lazy compilation.
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
@@ -89,7 +87,7 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
layout (location = 0) in vec4 gs_position[];
layout (location = 0) out vec4 position;
-layout (std140) uniform gs_config {
+layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;
@@ -112,8 +110,7 @@ void main() {
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
- std::string out = "#version 430 core\n";
- out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
+ std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
out += "// Shader Unique Id: FS" + id + "\n\n";
out += GetCommonDeclarations();
@@ -129,7 +126,7 @@ layout (location = 7) out vec4 FragColor7;
layout (location = 0) in vec4 position;
-layout (std140) uniform fs_config {
+layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
uvec4 alpha_test;