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Slightly less heavy-handed compute memory barrier implementation.
Also validate whether there are any unbound writable resources when dispatching compute shader work.
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@@ -120,6 +120,7 @@ void Shader::mapActiveUniforms()
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u.name = std::string(cname, (size_t) namelen);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.access = ACCESS_READ;
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u.textureType = getUniformTextureType(gltype);
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u.texelBufferType = getUniformTexelBufferType(gltype);
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u.isDepthSampler = isDepthTextureType(gltype);
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@@ -325,6 +326,7 @@ void Shader::mapActiveUniforms()
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{
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UniformInfo u = {};
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u.baseType = UNIFORM_STORAGEBUFFER;
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u.access = ACCESS_READ;
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GLsizei namelength = 0;
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glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, sindex, 2048, &namelength, namebuffer);
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@@ -337,6 +339,7 @@ void Shader::mapActiveUniforms()
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{
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u.bufferStride = reflectionit->second.stride;
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u.bufferMemberCount = reflectionit->second.memberCount;
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u.access = reflectionit->second.access;
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}
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// Make sure previously set uniform data is preserved, and shader-
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@@ -369,10 +372,17 @@ void Shader::mapActiveUniforms()
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if (binding.bindingindex >= 0)
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{
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int activeindex = (int)activeStorageBufferBindings.size();
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storageBufferBindingIndexToActiveBinding[binding.bindingindex] = activeindex;
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activeStorageBufferBindings.push_back(binding);
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auto p = std::make_pair(activeindex, -1);
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if (u.access & ACCESS_WRITE)
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{
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p.second = (int)activeWritableStorageBuffers.size();
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activeWritableStorageBuffers.push_back(u.buffers[0]);
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}
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storageBufferBindingIndexToActiveBinding[binding.bindingindex] = p;
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}
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uniforms[u.name] = u;
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@@ -433,8 +443,9 @@ bool Shader::loadVolatile()
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textureUnits.clear();
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textureUnits.push_back(TextureUnit());
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storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), -1);
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storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), std::make_pair(-1, -1));
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activeStorageBufferBindings.clear();
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activeWritableStorageBuffers.clear();
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for (const auto &stage : stages)
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{
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@@ -888,7 +899,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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if (texelbinding)
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{
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GLuint gltex = 0;
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if (buffers[i] != nullptr)
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if (buffer != nullptr)
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gltex = (GLuint) buffer->getTexelBufferHandle();
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else
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gltex = gl.getDefaultTexelBuffer();
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@@ -906,7 +917,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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int bindingindex = info->ints[i];
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GLuint glbuffer = 0;
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if (buffers[i] != nullptr)
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if (buffer != nullptr)
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glbuffer = (GLuint) buffer->getHandle();
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else
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glbuffer = gl.getDefaultStorageBuffer();
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@@ -914,9 +925,13 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
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if (shaderactive)
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gl.bindIndexedBuffer(glbuffer, BUFFERUSAGE_SHADER_STORAGE, bindingindex);
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int activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
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if (activeindex >= 0)
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activeStorageBufferBindings[activeindex].buffer = glbuffer;
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auto activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
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if (activeindex.first >= 0)
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activeStorageBufferBindings[activeindex.first].buffer = glbuffer;
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if (activeindex.second >= 0)
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activeWritableStorageBuffers[activeindex.second] = buffer;
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}
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}
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}
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