Layer program split
All checks were successful
CI / React UI Build (push) Successful in 11s
CI / Native Windows Build And Tests (push) Successful in 2m14s
CI / Windows Release Package (push) Successful in 2m26s

This commit is contained in:
2026-05-08 17:10:29 +10:00
parent f458eb0130
commit 87cb55b80b
9 changed files with 91 additions and 68 deletions

View File

@@ -5,6 +5,7 @@
#include "GlShaderSources.h"
#include <cstring>
#include <utility>
#include <vector>
namespace
@@ -103,9 +104,12 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
layerProgram.layerId = state.layerId;
layerProgram.shaderId = state.shaderId;
layerProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
layerProgram.textureBindings.swap(textureBindings);
layerProgram.textBindings.swap(textBindings);
PassProgram passProgram;
passProgram.passId = "main";
passProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
passProgram.textureBindings.swap(textureBindings);
passProgram.textBindings.swap(textBindings);
const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
@@ -113,12 +117,13 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
glUseProgram(newProgram.get());
mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, layerProgram, historyCap);
mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, passProgram, historyCap);
glUseProgram(0);
layerProgram.program = newProgram.release();
layerProgram.vertexShader = newVertexShader.release();
layerProgram.fragmentShader = newFragmentShader.release();
passProgram.program = newProgram.release();
passProgram.vertexShader = newVertexShader.release();
passProgram.fragmentShader = newFragmentShader.release();
layerProgram.passes.push_back(std::move(passProgram));
return true;
}