From d9c034e8ccaad6db870df765e01d5963af84c9c5 Mon Sep 17 00:00:00 2001
From: Stenzek <stenzek@gmail.com>
Date: Sat, 13 Aug 2016 00:40:18 +1000
Subject: [PATCH] ShaderGen: Specify attribute/output locations/bindings
 explicitly

This also shifts the SSBO index from index 3 to index 0.
---
 Source/Core/VideoBackends/OGL/BoundingBox.cpp |  2 +-
 .../VideoBackends/OGL/ProgramShaderCache.cpp  | 21 +++++++++++--
 Source/Core/VideoCommon/GeometryShaderGen.cpp |  7 ++---
 Source/Core/VideoCommon/PixelShaderGen.cpp    | 30 +++++++++----------
 .../VideoCommon/TextureConversionShader.cpp   |  2 +-
 Source/Core/VideoCommon/VertexShaderGen.cpp   | 25 ++++++++--------
 6 files changed, 50 insertions(+), 37 deletions(-)

diff --git a/Source/Core/VideoBackends/OGL/BoundingBox.cpp b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
index 7ec094f9f2..fdc449442c 100644
--- a/Source/Core/VideoBackends/OGL/BoundingBox.cpp
+++ b/Source/Core/VideoBackends/OGL/BoundingBox.cpp
@@ -23,7 +23,7 @@ void BoundingBox::Init()
     glGenBuffers(1, &s_bbox_buffer_id);
     glBindBuffer(GL_SHADER_STORAGE_BUFFER, s_bbox_buffer_id);
     glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(s32), initial_values, GL_DYNAMIC_DRAW);
-    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, s_bbox_buffer_id);
+    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, s_bbox_buffer_id);
   }
 }
 
diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
index ca622f7eb0..599f783cef 100644
--- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
+++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
@@ -554,7 +554,8 @@ void ProgramShaderCache::CreateHeader()
       "%s\n"  // early-z
       "%s\n"  // 420pack
       "%s\n"  // msaa
-      "%s\n"  // Sampler binding
+      "%s\n"  // Input/output/sampler binding
+      "%s\n"  // Varying location
       "%s\n"  // storage buffer
       "%s\n"  // shader5
       "%s\n"  // SSAA
@@ -595,9 +596,23 @@ void ProgramShaderCache::CreateHeader()
       (g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
           "#extension GL_ARB_texture_multisample : enable" :
           "",
+      // Attribute and fragment output bindings are still done via glBindAttribLocation and
+      // glBindFragDataLocation. In the future this could be moved to the layout qualifier
+      // in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
       g_ActiveConfig.backend_info.bSupportsBindingLayout ?
-          "#define SAMPLER_BINDING(x) layout(binding = x)" :
-          "#define SAMPLER_BINDING(x)",
+          "#define ATTRIBUTE_LOCATION(x)\n"
+          "#define FRAGMENT_OUTPUT_LOCATION(x)\n"
+          "#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
+          "#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
+          "#define SAMPLER_BINDING(x) layout(binding = x)\n"
+          "#define SSBO_BINDING(x) layout(binding = x)\n" :
+          "#define ATTRIBUTE_LOCATION(x)\n"
+          "#define FRAGMENT_OUTPUT_LOCATION(x)\n"
+          "#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
+          "#define UBO_BINDING(packing, x) layout(packing)\n"
+          "#define SAMPLER_BINDING(x)\n",
+      // Input/output blocks are matched by name during program linking
+      "#define VARYING_LOCATION(x)\n",
       !is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ?
           "#extension GL_ARB_shader_storage_buffer_object : enable" :
           "",
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 83b30943bc..6aefdf3e69 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -78,8 +78,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
 
   // uniforms
   if (ApiType == APIType::OpenGL)
-    out.Write("layout(std140%s) uniform GSBlock {\n",
-              g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
+    out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
   else
     out.Write("cbuffer GSBlock {\n");
   out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
@@ -97,13 +96,13 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
     if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
       out.Write("#define InstanceID gl_InvocationID\n");
 
-    out.Write("in VertexData {\n");
+    out.Write("VARYING_LOCATION(0) in VertexData {\n");
     GenerateVSOutputMembers<ShaderCode>(
         out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
         GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
     out.Write("} vs[%d];\n", vertex_in);
 
-    out.Write("out VertexData {\n");
+    out.Write("VARYING_LOCATION(0) out VertexData {\n");
     GenerateVSOutputMembers<ShaderCode>(
         out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
         GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 13d6bdd13e..65722fb7d4 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -394,14 +394,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
   out.Write("\n");
 
   if (ApiType == APIType::OpenGL)
-  {
-    out.Write("layout(std140%s) uniform PSBlock {\n",
-              g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 1" : "");
-  }
+    out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
   else
-  {
     out.Write("cbuffer PSBlock : register(b0) {\n");
-  }
+
   out.Write("\tint4 " I_COLORS "[4];\n"
             "\tint4 " I_KCOLORS "[4];\n"
             "\tint4 " I_ALPHA ";\n"
@@ -421,14 +417,10 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
     out.Write("%s", s_lighting_struct);
 
     if (ApiType == APIType::OpenGL)
-    {
-      out.Write("layout(std140%s) uniform VSBlock {\n",
-                g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
-    }
+      out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
     else
-    {
       out.Write("cbuffer VSBlock : register(b1) {\n");
-    }
+
     out.Write(s_shader_uniforms);
     out.Write("};\n");
   }
@@ -437,7 +429,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
   {
     if (ApiType == APIType::OpenGL)
     {
-      out.Write("layout(std140, binding = 3) buffer BBox {\n"
+      out.Write("SSBO_BINDING(0) buffer BBox {\n"
                 "\tint4 bbox_data;\n"
                 "};\n");
     }
@@ -512,16 +504,22 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
 
   if (ApiType == APIType::OpenGL)
   {
-    out.Write("out vec4 ocol0;\n");
     if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
-      out.Write("out vec4 ocol1;\n");
+    {
+      out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
+      out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
+    }
+    else
+    {
+      out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
+    }
 
     if (uid_data->per_pixel_depth)
       out.Write("#define depth gl_FragDepth\n");
 
     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
     {
-      out.Write("in VertexData {\n");
+      out.Write("VARYING_LOCATION(0) in VertexData {\n");
       GenerateVSOutputMembers(
           out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
           GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index cccb7e7334..16ea016675 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -92,7 +92,7 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
     WRITE(p, "#define samp0 samp9\n");
     WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");
 
-    WRITE(p, "  out vec4 ocol0;\n");
+    WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
     WRITE(p, "void main()\n");
     WRITE(p, "{\n"
              "  int2 sampleUv;\n"
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 8376d6b8ea..e7748bd1ae 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -86,8 +86,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
 
   // uniforms
   if (api_type == APIType::OpenGL)
-    out.Write("layout(std140%s) uniform VSBlock {\n",
-              g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
+    out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
   else
     out.Write("cbuffer VSBlock {\n");
   out.Write(s_shader_uniforms);
@@ -99,32 +98,34 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
 
   if (api_type == APIType::OpenGL)
   {
-    out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
+    out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
     if (uid_data->components & VB_HAS_POSMTXIDX)
-      out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in int posmtx;\n", SHADER_POSMTX_ATTRIB);
     if (uid_data->components & VB_HAS_NRM0)
-      out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
     if (uid_data->components & VB_HAS_NRM1)
-      out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
     if (uid_data->components & VB_HAS_NRM2)
-      out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
 
     if (uid_data->components & VB_HAS_COL0)
-      out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
     if (uid_data->components & VB_HAS_COL1)
-      out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
+      out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
 
     for (int i = 0; i < 8; ++i)
     {
       u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
       if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
-        out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i,
-                  SHADER_TEXTURE0_ATTRIB + i);
+      {
+        out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
+                  hastexmtx ? 3 : 2, i);
+      }
     }
 
     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
     {
-      out.Write("out VertexData {\n");
+      out.Write("VARYING_LOCATION(0) out VertexData {\n");
       GenerateVSOutputMembers(
           out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
           GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));