mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 01:22:37 -06:00
commit
3e9c2e77d9
3 changed files with 15 additions and 14 deletions
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@ -22,6 +22,7 @@
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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@ -1622,7 +1623,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
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glSamplerParameterf(s, GL_TEXTURE_MAX_LOD, lod_max);
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}
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if (lod_bias != config.lod.bias) {
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if (!GLES && lod_bias != config.lod.bias) {
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lod_bias = config.lod.bias;
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glSamplerParameterf(s, GL_TEXTURE_LOD_BIAS, lod_bias / 256.0f);
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}
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@ -960,8 +960,8 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
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glActiveTexture(GL_TEXTURE0);
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if (GLES) {
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GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, height, width, 0,
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&gl_buffer[buffer_offset]);
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GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, rect.GetHeight(),
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rect.GetWidth(), 0, &gl_buffer[buffer_offset]);
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} else {
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glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
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}
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@ -992,17 +992,17 @@ void AppendProcTexShiftOffset(std::string& out, const std::string& v, ProcTexShi
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std::string offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5";
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switch (mode) {
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case ProcTexShift::None:
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out += "0";
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out += "0.0";
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break;
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case ProcTexShift::Odd:
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out += offset + " * ((int(" + v + ") / 2) % 2)";
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out += offset + " * float((int(" + v + ") / 2) % 2)";
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break;
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case ProcTexShift::Even:
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out += offset + " * (((int(" + v + ") + 1) / 2) % 2)";
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out += offset + " * float(((int(" + v + ") + 1) / 2) % 2)";
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown shift mode {}", static_cast<u32>(mode));
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out += "0";
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out += "0.0";
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break;
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}
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}
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@ -1082,7 +1082,7 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
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// value entries and difference entries.
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out += R"(
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float ProcTexLookupLUT(int offset, float coord) {
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coord *= 128;
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coord *= 128.0;
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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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@ -1142,7 +1142,7 @@ float ProcTexNoiseCoef(vec2 x) {
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offset3 + ", 0xF0, 0xF8, 0xFC, 0xFE);\n";
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out += "int lut_offset = lut_offsets[level];\n";
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// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
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out += "lut_coord *= lut_width - 1;\n";
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out += "lut_coord *= float(lut_width - 1);\n";
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switch (config.state.proctex.lut_filter) {
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case ProcTexFilter::Linear:
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@ -1158,7 +1158,7 @@ float ProcTexNoiseCoef(vec2 x) {
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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 += lut_offset;\n";
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out += "lut_coord += float(lut_offset);\n";
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out += "return 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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@ -1180,8 +1180,8 @@ float ProcTexNoiseCoef(vec2 x) {
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// Note: this is different from the one normal 2D textures use.
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out += "vec2 duv = max(abs(dFdx(uv)), abs(dFdy(uv)));\n";
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// unlike normal texture, the bias is inside the log2
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out += "float lod = log2(abs(" + std::to_string(config.state.proctex.lut_width) +
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" * proctex_bias) * (duv.x + duv.y));\n";
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out += "float lod = log2(abs(float(" + std::to_string(config.state.proctex.lut_width) +
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") * proctex_bias) * (duv.x + duv.y));\n";
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out += "if (proctex_bias == 0.0) lod = 0.0;\n";
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out += "lod = clamp(lod, " +
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std::to_string(std::max<float>(0.0f, config.state.proctex.lod_min)) + ", " +
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@ -1373,7 +1373,7 @@ vec4 shadowTexture(vec2 uv, float w) {
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if (!config.state.shadow_texture_orthographic) {
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out += "uv /= w;";
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}
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out += "uint z = uint(max(0, int(min(abs(w), 1.0) * 0xFFFFFF) - shadow_texture_bias));";
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out += "uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias));";
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out += R"(
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vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5);
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vec2 coord_floor = floor(coord);
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@ -1405,7 +1405,7 @@ vec4 shadowTextureCube(vec2 uv, float w) {
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if (c.z > 0.0) uv.x = -uv.x;
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}
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)";
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out += "uint z = uint(max(0, int(min(w, 1.0) * 0xFFFFFF) - shadow_texture_bias));";
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out += "uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias));";
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out += R"(
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vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5);
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vec2 coord_floor = floor(coord);
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