mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-25 16:42:39 -06:00
gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.
This commit is contained in:
parent
63fb7dcc1b
commit
1ca6d2ea8d
6 changed files with 19 additions and 104 deletions
|
@ -135,36 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
|
|||
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
|
||||
|
||||
// Setup the noise LUT for proctex
|
||||
proctex_noise_lut.Create();
|
||||
state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
|
||||
state.Apply();
|
||||
proctex_noise_lut_buffer.Create();
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
|
||||
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
|
||||
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
|
||||
|
||||
// Setup the color map for proctex
|
||||
proctex_color_map.Create();
|
||||
state.proctex_color_map.texture_buffer = proctex_color_map.handle;
|
||||
state.Apply();
|
||||
proctex_color_map_buffer.Create();
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
|
||||
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
|
||||
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
|
||||
|
||||
// Setup the alpha map for proctex
|
||||
proctex_alpha_map.Create();
|
||||
state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
|
||||
state.Apply();
|
||||
proctex_alpha_map_buffer.Create();
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
|
||||
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
|
||||
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
|
||||
|
||||
// Setup the LUT for proctex
|
||||
proctex_lut.Create();
|
||||
state.proctex_lut.texture_buffer = proctex_lut.handle;
|
||||
|
@ -1987,39 +1957,41 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
|
|||
}
|
||||
|
||||
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
|
||||
auto SyncProcTexValueLUT = [](const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
|
||||
std::array<GLvec2, 128>& lut_data, GLuint buffer) {
|
||||
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
|
||||
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
|
||||
std::array<GLvec2, 128>& lut_data, GLint& lut_offset) {
|
||||
std::array<GLvec2, 128> new_data;
|
||||
std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
|
||||
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
|
||||
});
|
||||
|
||||
if (new_data != lut_data) {
|
||||
if (new_data != lut_data || invalidate) {
|
||||
lut_data = new_data;
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
|
||||
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2),
|
||||
new_data.data());
|
||||
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2));
|
||||
lut_offset = (offset + bytes_used) / sizeof(GLvec2);
|
||||
uniform_block_data.dirty = true;
|
||||
bytes_used += new_data.size() * sizeof(GLvec2);
|
||||
}
|
||||
};
|
||||
|
||||
// Sync the proctex noise lut
|
||||
if (uniform_block_data.proctex_noise_lut_dirty) {
|
||||
if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
|
||||
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
|
||||
proctex_noise_lut_buffer.handle);
|
||||
uniform_block_data.data.proctex_noise_lut_offset);
|
||||
uniform_block_data.proctex_noise_lut_dirty = false;
|
||||
}
|
||||
|
||||
// Sync the proctex color map
|
||||
if (uniform_block_data.proctex_color_map_dirty) {
|
||||
if (uniform_block_data.proctex_color_map_dirty || invalidate) {
|
||||
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
|
||||
proctex_color_map_buffer.handle);
|
||||
uniform_block_data.data.proctex_color_map_offset);
|
||||
uniform_block_data.proctex_color_map_dirty = false;
|
||||
}
|
||||
|
||||
// Sync the proctex alpha map
|
||||
if (uniform_block_data.proctex_alpha_map_dirty) {
|
||||
if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
|
||||
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
|
||||
proctex_alpha_map_buffer.handle);
|
||||
uniform_block_data.data.proctex_alpha_map_offset);
|
||||
uniform_block_data.proctex_alpha_map_dirty = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -291,17 +291,8 @@ private:
|
|||
|
||||
std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
|
||||
std::array<GLvec2, 128> fog_lut_data{};
|
||||
|
||||
OGLBuffer proctex_noise_lut_buffer;
|
||||
OGLTexture proctex_noise_lut;
|
||||
std::array<GLvec2, 128> proctex_noise_lut_data{};
|
||||
|
||||
OGLBuffer proctex_color_map_buffer;
|
||||
OGLTexture proctex_color_map;
|
||||
std::array<GLvec2, 128> proctex_color_map_data{};
|
||||
|
||||
OGLBuffer proctex_alpha_map_buffer;
|
||||
OGLTexture proctex_alpha_map;
|
||||
std::array<GLvec2, 128> proctex_alpha_map_data{};
|
||||
|
||||
OGLBuffer proctex_lut_buffer;
|
||||
|
|
|
@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
|
||||
float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
|
||||
|
||||
float x_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.x);
|
||||
float y_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.y);
|
||||
float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x);
|
||||
float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y);
|
||||
float x0 = mix(g0, g1, x_noise);
|
||||
float x1 = mix(g2, g3, x_noise);
|
||||
return mix(x0, x1, y_noise);
|
||||
|
@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
|
||||
// Combine and map
|
||||
out += "float lut_coord = ";
|
||||
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map",
|
||||
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg",
|
||||
"proctex_color_map_offset");
|
||||
out += ";\n";
|
||||
|
||||
|
@ -1188,8 +1188,8 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
// Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
|
||||
// uses the output of CombineAndMap directly instead.
|
||||
out += "float final_alpha = ";
|
||||
AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map",
|
||||
"proctex_alpha_map_offset");
|
||||
AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
|
||||
"texture_buffer_lut_rg", "proctex_alpha_map_offset");
|
||||
out += ";\n";
|
||||
out += "return vec4(final_color.xyz, final_alpha);\n}\n";
|
||||
} else {
|
||||
|
@ -1224,9 +1224,6 @@ uniform sampler2D tex2;
|
|||
uniform samplerCube tex_cube;
|
||||
uniform samplerBuffer texture_buffer_lut_rg;
|
||||
uniform samplerBuffer texture_buffer_lut_rgba;
|
||||
uniform samplerBuffer proctex_noise_lut;
|
||||
uniform samplerBuffer proctex_color_map;
|
||||
uniform samplerBuffer proctex_alpha_map;
|
||||
uniform samplerBuffer proctex_lut;
|
||||
uniform samplerBuffer proctex_diff_lut;
|
||||
|
||||
|
|
|
@ -57,9 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
|
|||
// Set the texture samplers to correspond to different lookup table texture units
|
||||
SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
|
||||
SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
|
||||
SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
|
||||
|
||||
|
|
|
@ -60,9 +60,6 @@ OpenGLState::OpenGLState() {
|
|||
|
||||
proctex_lut.texture_buffer = 0;
|
||||
proctex_diff_lut.texture_buffer = 0;
|
||||
proctex_color_map.texture_buffer = 0;
|
||||
proctex_alpha_map.texture_buffer = 0;
|
||||
proctex_noise_lut.texture_buffer = 0;
|
||||
|
||||
image_shadow_buffer = 0;
|
||||
image_shadow_texture_px = 0;
|
||||
|
@ -233,24 +230,6 @@ void OpenGLState::Apply() const {
|
|||
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
|
||||
}
|
||||
|
||||
// ProcTex Noise LUT
|
||||
if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
|
||||
glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
|
||||
}
|
||||
|
||||
// ProcTex Color Map
|
||||
if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
|
||||
glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
|
||||
}
|
||||
|
||||
// ProcTex Alpha Map
|
||||
if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
|
||||
glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
|
||||
}
|
||||
|
||||
// ProcTex LUT
|
||||
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
|
||||
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
|
||||
|
@ -378,12 +357,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
|
|||
texture_buffer_lut_rg.texture_buffer = 0;
|
||||
if (texture_buffer_lut_rgba.texture_buffer == handle)
|
||||
texture_buffer_lut_rgba.texture_buffer = 0;
|
||||
if (proctex_noise_lut.texture_buffer == handle)
|
||||
proctex_noise_lut.texture_buffer = 0;
|
||||
if (proctex_color_map.texture_buffer == handle)
|
||||
proctex_color_map.texture_buffer = 0;
|
||||
if (proctex_alpha_map.texture_buffer == handle)
|
||||
proctex_alpha_map.texture_buffer = 0;
|
||||
if (proctex_lut.texture_buffer == handle)
|
||||
proctex_lut.texture_buffer = 0;
|
||||
if (proctex_diff_lut.texture_buffer == handle)
|
||||
|
|
|
@ -20,9 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
|
|||
return TextureUnit{unit};
|
||||
}
|
||||
|
||||
constexpr TextureUnit ProcTexNoiseLUT{5};
|
||||
constexpr TextureUnit ProcTexColorMap{6};
|
||||
constexpr TextureUnit ProcTexAlphaMap{7};
|
||||
constexpr TextureUnit ProcTexLUT{8};
|
||||
constexpr TextureUnit ProcTexDiffLUT{9};
|
||||
constexpr TextureUnit TextureCube{10};
|
||||
|
@ -111,18 +108,6 @@ public:
|
|||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} texture_buffer_lut_rgba;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} proctex_noise_lut;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} proctex_color_map;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} proctex_alpha_map;
|
||||
|
||||
struct {
|
||||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} proctex_lut;
|
||||
|
|
Loading…
Reference in a new issue