// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "core/core.h" #include "core/hle/kernel/process.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_shader_manager.h" namespace GLShader { namespace Impl { void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding, size_t expected_size) { GLuint ub_index = glGetUniformBlockIndex(shader, name); if (ub_index != GL_INVALID_INDEX) { GLint ub_size = 0; glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size); ASSERT_MSG(ub_size == expected_size, "Uniform block size did not match! Got %d, expected %zu", static_cast(ub_size), expected_size); glUniformBlockBinding(shader, ub_index, static_cast(binding)); } } void SetShaderUniformBlockBindings(GLuint shader) { SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData)); } void SetShaderSamplerBindings(GLuint shader) { OpenGLState cur_state = OpenGLState::GetCurState(); GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); cur_state.Apply(); // Set the texture samplers to correspond to different texture units cur_state.draw.shader_program = old_program; cur_state.Apply(); } } // namespace Impl void MaxwellUniformData::SetFromRegs() { } } // namespace GLShader