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gl_rasterizer: Use the shared texture buffer for the proctex lut.
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@ -135,26 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
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// Setup the LUT for proctex
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proctex_lut.Create();
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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state.Apply();
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proctex_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
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// Setup the difference LUT for proctex
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proctex_diff_lut.Create();
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state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
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state.Apply();
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proctex_diff_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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// Bind index buffer for hardware shader path
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state.draw.vertex_array = hw_vao.handle;
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state.Apply();
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@ -1996,7 +1976,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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}
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// Sync the proctex lut
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if (uniform_block_data.proctex_lut_dirty) {
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if (uniform_block_data.proctex_lut_dirty || invalidate) {
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std::array<GLvec4, 256> new_data;
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std::transform(Pica::g_state.proctex.color_table.begin(),
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@ -2006,17 +1986,18 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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});
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if (new_data != proctex_lut_data) {
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if (new_data != proctex_lut_data || invalidate) {
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proctex_lut_data = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
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new_data.data());
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std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
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uniform_block_data.data.proctex_lut_offset = (offset + bytes_used) / sizeof(GLvec4);
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uniform_block_data.dirty = true;
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bytes_used += new_data.size() * sizeof(GLvec4);
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}
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uniform_block_data.proctex_lut_dirty = false;
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}
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// Sync the proctex difference lut
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if (uniform_block_data.proctex_diff_lut_dirty) {
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if (uniform_block_data.proctex_diff_lut_dirty || invalidate) {
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std::array<GLvec4, 256> new_data;
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std::transform(Pica::g_state.proctex.color_diff_table.begin(),
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@ -2026,11 +2007,13 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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});
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if (new_data != proctex_diff_lut_data) {
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if (new_data != proctex_diff_lut_data || invalidate) {
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proctex_diff_lut_data = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
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new_data.data());
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std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
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uniform_block_data.data.proctex_diff_lut_offset =
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(offset + bytes_used) / sizeof(GLvec4);
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uniform_block_data.dirty = true;
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bytes_used += new_data.size() * sizeof(GLvec4);
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}
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uniform_block_data.proctex_diff_lut_dirty = false;
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}
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@ -294,13 +294,7 @@ private:
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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std::array<GLvec2, 128> proctex_color_map_data{};
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std::array<GLvec2, 128> proctex_alpha_map_data{};
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OGLBuffer proctex_lut_buffer;
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OGLTexture proctex_lut;
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std::array<GLvec4, 256> proctex_lut_data{};
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OGLBuffer proctex_diff_lut_buffer;
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OGLTexture proctex_diff_lut;
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std::array<GLvec4, 256> proctex_diff_lut_data{};
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bool allow_shadow;
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@ -1171,15 +1171,16 @@ float ProcTexNoiseCoef(vec2 x) {
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out += "int lut_index_i = int(lut_coord) + " +
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std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "float lut_index_f = fract(lut_coord);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i + proctex_lut_offset) + "
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out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + "
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"proctex_lut_offset) + "
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"lut_index_f * "
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"texelFetch(proctex_diff_lut, lut_index_i + proctex_diff_lut_offset);\n";
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"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
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break;
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case ProcTexFilter::Nearest:
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)) + "
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out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
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"proctex_lut_offset);\n";
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break;
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}
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@ -1224,8 +1225,6 @@ uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_diff_lut;
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#if ALLOW_SHADOW
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layout(r32ui) uniform readonly uimage2D shadow_texture_px;
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@ -57,8 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
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// Set the texture samplers to correspond to different lookup table texture units
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
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SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
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SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer);
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SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX);
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@ -58,9 +58,6 @@ OpenGLState::OpenGLState() {
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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proctex_diff_lut.texture_buffer = 0;
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image_shadow_buffer = 0;
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image_shadow_texture_px = 0;
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image_shadow_texture_nx = 0;
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@ -230,18 +227,6 @@ void OpenGLState::Apply() const {
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
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}
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// ProcTex LUT
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if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
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}
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// ProcTex Diff LUT
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if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
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}
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// Shadow Images
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if (image_shadow_buffer != cur_state.image_shadow_buffer) {
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glBindImageTexture(ImageUnits::ShadowBuffer, image_shadow_buffer, 0, GL_FALSE, 0,
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@ -357,10 +342,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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texture_buffer_lut_rg.texture_buffer = 0;
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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texture_buffer_lut_rgba.texture_buffer = 0;
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if (proctex_lut.texture_buffer == handle)
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proctex_lut.texture_buffer = 0;
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if (proctex_diff_lut.texture_buffer == handle)
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proctex_diff_lut.texture_buffer = 0;
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if (image_shadow_buffer == handle)
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image_shadow_buffer = 0;
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if (image_shadow_texture_px == handle)
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@ -20,8 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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constexpr TextureUnit TextureCube{10};
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constexpr TextureUnit TextureBufferLUT_RG{11};
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constexpr TextureUnit TextureBufferLUT_RGBA{12};
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@ -108,14 +106,6 @@ public:
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rgba;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_diff_lut;
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// GL_IMAGE_BINDING_NAME
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GLuint image_shadow_buffer;
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GLuint image_shadow_texture_px;
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