OpenGLRenderer: Fix explicit texture/block binding (fixes GLSL ES 3.0 support)

This commit is contained in:
SirLynix
2022-08-12 23:01:58 +02:00
parent c4a3b3f18a
commit 099528758c
6 changed files with 67 additions and 9 deletions

View File

@@ -22,17 +22,28 @@ namespace Nz
class NAZARA_OPENGLRENDERER_API OpenGLShaderModule : public ShaderModule
{
public:
struct ExplicitBinding;
OpenGLShaderModule(OpenGLDevice& device, nzsl::ShaderStageTypeFlags shaderStages, const nzsl::Ast::Module& shaderModule, const nzsl::ShaderWriter::States& states = {});
OpenGLShaderModule(OpenGLDevice& device, nzsl::ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const nzsl::ShaderWriter::States& states = {});
OpenGLShaderModule(const OpenGLShaderModule&) = delete;
OpenGLShaderModule(OpenGLShaderModule&&) noexcept = default;
~OpenGLShaderModule() = default;
nzsl::ShaderStageTypeFlags Attach(GL::Program& program, const nzsl::GlslWriter::BindingMapping& bindingMapping) const;
nzsl::ShaderStageTypeFlags Attach(GL::Program& program, const nzsl::GlslWriter::BindingMapping& bindingMapping, std::vector<ExplicitBinding>* explicitBindings) const;
inline const std::vector<ExplicitBinding>& GetExplicitBindings() const;
OpenGLShaderModule& operator=(const OpenGLShaderModule&) = delete;
OpenGLShaderModule& operator=(OpenGLShaderModule&&) noexcept = default;
struct ExplicitBinding
{
std::string name;
unsigned int binding;
bool isBlock;
};
private:
void Create(OpenGLDevice& device, nzsl::ShaderStageTypeFlags shaderStages, const nzsl::Ast::Module& shaderModule, const nzsl::ShaderWriter::States& states);
@@ -56,6 +67,7 @@ namespace Nz
OpenGLDevice& m_device;
nzsl::ShaderWriter::States m_states;
std::vector<ExplicitBinding> m_explicitBindings;
std::vector<Shader> m_shaders;
};
}

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@@ -7,6 +7,10 @@
namespace Nz
{
inline auto OpenGLShaderModule::GetExplicitBindings() const -> const std::vector<ExplicitBinding>&
{
return m_explicitBindings;
}
}
#include <Nazara/OpenGLRenderer/DebugOff.hpp>

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@@ -44,6 +44,7 @@ namespace Nz::GL
inline void Link();
inline void Uniform(GLint uniformLocation, float value) const;
inline void Uniform(GLint uniformLocation, int value) const;
inline void UniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) const;
Program& operator=(const Program&) = delete;

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@@ -203,6 +203,15 @@ namespace Nz::GL
context.glUniform1f(uniformLocation, value);
}
inline void Program::Uniform(GLint uniformLocation, int value) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
context.BindProgram(m_objectId);
context.glUniform1i(uniformLocation, value);
}
inline void Program::UniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) const
{
assert(m_objectId);