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Add the remaining code for the global UBO in PushBuffer
Post-process shaders to actually add the `globalUniformBlock`, add `SetConstUniforms()` and `SetFrameUniforms()` functions to the core and material system renderers, and add the supporting glsl code.
1 parent 70c25ef commit 416c886

20 files changed

+235
-14
lines changed

src/engine/renderer/GLMemory.cpp

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -117,6 +117,10 @@ void GLStagingBuffer::FlushAll() {
117117
FlushStagingCopyQueue();
118118
}
119119

120+
bool GLStagingBuffer::Active() const {
121+
return buffer.id;
122+
}
123+
120124
void GLStagingBuffer::InitGLBuffer() {
121125
buffer.GenBuffer();
122126

src/engine/renderer/GLMemory.h

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -175,6 +175,7 @@ class GLBuffer {
175175

176176
void DelBuffer() {
177177
glDeleteBuffers( 1, &id );
178+
id = 0;
178179
mapped = false;
179180
}
180181

@@ -303,6 +304,8 @@ class GLStagingBuffer {
303304
void FlushStagingCopyQueue();
304305
void FlushAll();
305306

307+
bool Active() const;
308+
306309
void InitGLBuffer();
307310
void FreeGLBuffer();
308311

src/engine/renderer/Material.cpp

Lines changed: 16 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -1611,9 +1611,24 @@ void MaterialSystem::UpdateDynamicSurfaces() {
16111611
GL_CheckErrors();
16121612
}
16131613

1614+
void MaterialSystem::SetConstUniforms() {
1615+
globalUBOProxy->SetUniform_SurfaceDescriptorsCount( surfaceDescriptorsCount );
1616+
uint32_t globalWorkGroupX = surfaceDescriptorsCount % MAX_COMMAND_COUNTERS == 0 ?
1617+
surfaceDescriptorsCount / MAX_COMMAND_COUNTERS : surfaceDescriptorsCount / MAX_COMMAND_COUNTERS + 1;
1618+
1619+
globalUBOProxy->SetUniform_FirstPortalGroup( globalWorkGroupX );
1620+
globalUBOProxy->SetUniform_TotalPortals( totalPortals );
1621+
}
1622+
1623+
void MaterialSystem::SetFrameUniforms() {
1624+
globalUBOProxy->SetUniform_Frame( nextFrame );
1625+
1626+
globalUBOProxy->SetUniform_UseFrustumCulling( r_gpuFrustumCulling.Get() );
1627+
globalUBOProxy->SetUniform_UseOcclusionCulling( r_gpuOcclusionCulling.Get() );
1628+
}
1629+
16141630
void MaterialSystem::UpdateFrameData() {
16151631
gl_clearSurfacesShader->BindProgram( 0 );
1616-
gl_clearSurfacesShader->SetUniform_Frame( nextFrame );
16171632
gl_clearSurfacesShader->DispatchCompute( MAX_VIEWS, 1, 1 );
16181633

16191634
GL_CheckErrors();
@@ -1699,15 +1714,9 @@ void MaterialSystem::CullSurfaces() {
16991714
uint32_t globalWorkGroupX = surfaceDescriptorsCount % MAX_COMMAND_COUNTERS == 0 ?
17001715
surfaceDescriptorsCount / MAX_COMMAND_COUNTERS : surfaceDescriptorsCount / MAX_COMMAND_COUNTERS + 1;
17011716
GL_Bind( depthImage );
1702-
gl_cullShader->SetUniform_Frame( nextFrame );
17031717
gl_cullShader->SetUniform_ViewID( view );
1704-
gl_cullShader->SetUniform_SurfaceDescriptorsCount( surfaceDescriptorsCount );
1705-
gl_cullShader->SetUniform_UseFrustumCulling( r_gpuFrustumCulling.Get() );
1706-
gl_cullShader->SetUniform_UseOcclusionCulling( r_gpuOcclusionCulling.Get() );
17071718
gl_cullShader->SetUniform_CameraPosition( origin );
17081719
gl_cullShader->SetUniform_ModelViewMatrix( viewMatrix );
1709-
gl_cullShader->SetUniform_FirstPortalGroup( globalWorkGroupX );
1710-
gl_cullShader->SetUniform_TotalPortals( totalPortals );
17111720
gl_cullShader->SetUniform_ViewWidth( depthImage->width );
17121721
gl_cullShader->SetUniform_ViewHeight( depthImage->height );
17131722
gl_cullShader->SetUniform_SurfaceCommandsOffset( surfaceCommandsCount * ( MAX_VIEWS * nextFrame + view ) );
@@ -1739,7 +1748,6 @@ void MaterialSystem::CullSurfaces() {
17391748
gl_cullShader->DispatchCompute( globalWorkGroupX, 1, 1 );
17401749

17411750
gl_processSurfacesShader->BindProgram( 0 );
1742-
gl_processSurfacesShader->SetUniform_Frame( nextFrame );
17431751
gl_processSurfacesShader->SetUniform_ViewID( view );
17441752
gl_processSurfacesShader->SetUniform_SurfaceCommandsOffset( surfaceCommandsCount * ( MAX_VIEWS * nextFrame + view ) );
17451753

src/engine/renderer/Material.h

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -367,6 +367,8 @@ class MaterialSystem {
367367

368368
void StartFrame();
369369
void EndFrame();
370+
void SetConstUniforms();
371+
void SetFrameUniforms();
370372

371373
void GenerateDepthImages( const int width, const int height, imageParams_t imageParms );
372374

src/engine/renderer/gl_shader.cpp

Lines changed: 32 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1346,6 +1346,12 @@ void GLShaderManager::InitShader( GLShader* shader ) {
13461346
ShaderDescriptor* desc = FindShader( shader->_name, shaderType.mainText, shaderType.GLType, shaderType.headers,
13471347
uniqueMacros, compileMacros, true );
13481348

1349+
if ( desc && glConfig.pushBufferAvailable ) {
1350+
desc->shaderSource = RemoveUniformsFromShaderText( desc->shaderSource, shader->_pushUniforms );
1351+
1352+
desc->shaderSource.insert( shaderType.offset, globalUniformBlock );
1353+
}
1354+
13491355
if ( desc && glConfig.usingMaterialSystem && shader->_useMaterialSystem ) {
13501356
desc->shaderSource = ShaderPostProcess( shader, desc->shaderSource, shaderType.offset );
13511357
}
@@ -1599,7 +1605,7 @@ void GLShaderManager::PostProcessGlobalUniforms() {
15991605
GLuint padding;
16001606
std::vector<GLUniform*>* uniforms = &( ( GLShader* ) globalUBOProxy )->_uniforms;
16011607
std::vector<GLUniform*> constUniforms =
1602-
ProcessUniforms( GLUniform::CONST, GLUniform::CONST, false, *uniforms, size, padding );
1608+
ProcessUniforms( GLUniform::CONST, GLUniform::CONST, !glConfig.usingBindlessTextures, *uniforms, size, padding );
16031609

16041610
GenerateUniformStructDefinesText( constUniforms, padding, 0, "globalUniforms", uniformStruct, uniformDefines );
16051611

@@ -1608,7 +1614,7 @@ void GLShaderManager::PostProcessGlobalUniforms() {
16081614
pushBuffer.constUniformsSize = size + padding;
16091615

16101616
std::vector<GLUniform*> frameUniforms =
1611-
ProcessUniforms( GLUniform::FRAME, GLUniform::FRAME, false, *uniforms, size, padding );
1617+
ProcessUniforms( GLUniform::FRAME, GLUniform::FRAME, !glConfig.usingBindlessTextures, *uniforms, size, padding );
16121618

16131619
GenerateUniformStructDefinesText( frameUniforms, padding, paddingCount, "globalUniforms", uniformStruct, uniformDefines );
16141620

@@ -2205,6 +2211,29 @@ GLuint GLShaderManager::SortUniforms( std::vector<GLUniform*>& uniforms ) {
22052211
return structSize;
22062212
}
22072213

2214+
std::vector<GLUniform*> GLShaderManager::ProcessUniforms( const GLUniform::UpdateType minType, const GLUniform::UpdateType maxType,
2215+
const bool skipTextures,
2216+
std::vector<GLUniform*>& uniforms, GLuint& structSize, GLuint& padding ) {
2217+
std::vector<GLUniform*> tmp;
2218+
2219+
tmp.reserve( uniforms.size() );
2220+
for ( GLUniform* uniform : uniforms ) {
2221+
if ( uniform->_updateType >= minType && uniform->_updateType <= maxType
2222+
&& ( !uniform->_isTexture || !skipTextures ) ) {
2223+
tmp.emplace_back( uniform );
2224+
}
2225+
}
2226+
2227+
structSize = SortUniforms( tmp );
2228+
2229+
const GLuint structAlignment = 4; // Material buffer is now a UBO, so it uses std140 layout, which is aligned to vec4
2230+
if ( structSize > 0 ) {
2231+
padding = ( structAlignment - ( structSize % structAlignment ) ) % structAlignment;
2232+
}
2233+
2234+
return tmp;
2235+
}
2236+
22082237
void GLShader::PostProcessUniforms() {
22092238
if ( _useMaterialSystem ) {
22102239
_materialSystemUniforms = gl_shaderManager.ProcessUniforms( GLUniform::MATERIAL_OR_PUSH, GLUniform::MATERIAL_OR_PUSH,
@@ -2214,7 +2243,7 @@ void GLShader::PostProcessUniforms() {
22142243
if ( glConfig.pushBufferAvailable && !pushSkip ) {
22152244
GLuint unused;
22162245
_pushUniforms = gl_shaderManager.ProcessUniforms( GLUniform::CONST, GLUniform::FRAME,
2217-
false, _uniforms, unused, unused );
2246+
!glConfig.usingBindlessTextures, _uniforms, unused, unused );
22182247
}
22192248
}
22202249

src/engine/renderer/glsl_source/cameraEffects_fp.glsl

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -22,6 +22,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
2222

2323
/* cameraEffects_fp.glsl */
2424

25+
#define CAMERAEFFECTS_GLSL
26+
2527
uniform sampler2D u_CurrentMap;
2628

2729
#if defined(r_colorGrading)
@@ -73,6 +75,8 @@ DECLARE_OUTPUT(vec4)
7375

7476
void main()
7577
{
78+
#insert material_fp
79+
7680
// calculate the screen texcoord in the 0.0 to 1.0 range
7781
vec2 st = gl_FragCoord.st / r_FBufSize;
7882

src/engine/renderer/glsl_source/depthReduction_cp.glsl

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -34,6 +34,8 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
3434

3535
/* depthReduction_cp.glsl */
3636

37+
#define DEPTHMAP_GLSL
38+
3739
#insert common_cp
3840

3941
// Keep this to 8x8 because we don't want extra shared mem etc. to be allocated, and to minimize wasted lanes
@@ -48,6 +50,8 @@ uniform uint u_ViewHeight;
4850
uniform bool u_InitialDepthLevel;
4951

5052
void main() {
53+
#insert material_fp
54+
5155
const uint globalInvocationID = GLOBAL_INVOCATION_ID;
5256

5357
const ivec2 position = ivec2( gl_GlobalInvocationID.xy );

src/engine/renderer/glsl_source/depthtile1_fp.glsl

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -34,6 +34,8 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
3434

3535
/* depthtile1_fp.glsl */
3636

37+
#define DEPTHMAP_GLSL
38+
3739
uniform sampler2D u_DepthMap;
3840
IN(flat) vec3 unprojectionParams;
3941

@@ -63,6 +65,8 @@ float min16(in vec4 data0, in vec4 data1, in vec4 data2, in vec4 data3)
6365
}
6466
void main()
6567
{
68+
#insert material_fp
69+
6670
vec2 st = gl_FragCoord.st * 4.0 * pixelScale;
6771
vec4 depth[4], mask[4];
6872

src/engine/renderer/glsl_source/depthtile2_fp.glsl

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -34,6 +34,8 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
3434

3535
/* depthtile2_fp.glsl */
3636

37+
#define DEPTHTILE1_GLSL
38+
3739
uniform sampler2D u_DepthTile1;
3840

3941
#if __VERSION__ > 120
@@ -44,6 +46,8 @@ out vec4 outputColor;
4446

4547
void main()
4648
{
49+
#insert material_fp
50+
4751
vec2 st = gl_FragCoord.st * r_tileStep;
4852
float x, y;
4953
vec4 accum = vec4( 0.0, 99999.0, 0.0, 0.0 );

src/engine/renderer/glsl_source/fogGlobal_fp.glsl

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -24,6 +24,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
2424

2525
#insert common
2626

27+
#define DEPTHMAP_GLSL
28+
2729
uniform sampler2D u_ColorMap; // fog texture
2830
uniform sampler2D u_DepthMap;
2931

@@ -40,6 +42,8 @@ out vec4 outputColor;
4042

4143
void main()
4244
{
45+
#insert material_fp
46+
4347
// calculate the screen texcoord in the 0.0 to 1.0 range
4448
vec2 st = gl_FragCoord.st / r_FBufSize;
4549

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