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	gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.
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					 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; | ||||
|  |  | |||
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