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gl_shader_gen: Inline now constant texture buffer.
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0838c87dac
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@ -1025,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m
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}
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void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
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const std::string& map_lut, const std::string& offset) {
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const std::string& offset) {
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std::string combined;
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switch (combiner) {
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case ProcTexCombiner::U:
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@ -1063,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
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combined = "0.0";
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break;
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}
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out += "ProcTexLookupLUT(" + map_lut + ", " + offset + ", " + combined + ")";
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out += "ProcTexLookupLUT(" + offset + ", " + combined + ")";
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}
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void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
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@ -1072,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
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// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
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// value entries and difference entries.
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out += R"(
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float ProcTexLookupLUT(samplerBuffer lut, int offset, float coord) {
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float ProcTexLookupLUT(int offset, float coord) {
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coord *= 128;
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float index_i = clamp(floor(coord), 0.0, 127.0);
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float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
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// extracted as index_i = 127.0 and index_f = 1.0
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vec2 entry = texelFetch(lut, int(index_i) + offset).rg;
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vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
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return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
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}
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)";
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@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
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float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
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float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
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float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x);
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float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y);
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float x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x);
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float y_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.y);
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float x0 = mix(g0, g1, x_noise);
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float x1 = mix(g2, g3, x_noise);
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return mix(x0, x1, y_noise);
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@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) {
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// Combine and map
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out += "float lut_coord = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg",
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner,
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"proctex_color_map_offset");
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out += ";\n";
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@ -1190,7 +1190,7 @@ float ProcTexNoiseCoef(vec2 x) {
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// uses the output of CombineAndMap directly instead.
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out += "float final_alpha = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
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"texture_buffer_lut_rg", "proctex_alpha_map_offset");
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"proctex_alpha_map_offset");
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out += ";\n";
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out += "return vec4(final_color.xyz, final_alpha);\n}\n";
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} else {
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