- use uniform buffers for dynamic lights everywhere.
Branching on SSBO content does not work that well on NVidia so it is better disabled. So far only implemented for OpenGL - Vulkan needs more work.
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087050c201
8 changed files with 36 additions and 49 deletions
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@ -391,25 +391,17 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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assert(screen->mLights != NULL);
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assert(screen->mBones != NULL);
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bool lightbuffertype = screen->mLights->GetBufferType();
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unsigned int lightbuffersize = screen->mLights->GetBlockSize();
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if (!lightbuffertype)
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{
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vp_comb.Format("#version 330 core\n#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", lightbuffersize, screen->mBones->GetBlockSize());
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}
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else
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{
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// This differentiation is for Intel which do not seem to expose the full extension, even if marked as required.
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if (gl.glslversion < 4.3f)
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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else
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vp_comb = "#version 430 core\n#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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}
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if ((gl.flags & RFL_SHADER_STORAGE_BUFFER) && screen->allowSSBO())
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{
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vp_comb << "#define SUPPORTS_SHADOWMAPS\n";
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}
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vp_comb << "#version 430 core\n#define SUPPORTS_SHADOWMAPS\n";
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else
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vp_comb << "#version 330 core\n";
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bool lightbuffertype = screen->mLights->GetBufferType();
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if (!lightbuffertype)
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vp_comb.AppendFormat("#define NUM_UBO_LIGHTS %d\n#define NUM_UBO_BONES %d\n", screen->mLights->GetBlockSize(), screen->mBones->GetBlockSize());
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else
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vp_comb << "#define SHADER_STORAGE_LIGHTS\n#define SHADER_STORAGE_BONES\n";
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FString fp_comb = vp_comb;
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vp_comb << defines << i_data.GetChars();
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