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	Merge pull request #3759 from degasus/TBO_upload
Rewrite texture_buffer_object handling.
This commit is contained in:
		
						commit
						26254072e7
					
				
					 9 changed files with 244 additions and 362 deletions
				
			
		|  | @ -37,7 +37,8 @@ MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, | |||
| RasterizerOpenGL::RasterizerOpenGL() | ||||
|     : shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE), | ||||
|       uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE), | ||||
|       index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE) { | ||||
|       index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE), | ||||
|       texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE) { | ||||
| 
 | ||||
|     allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size && | ||||
|                    GLAD_GL_ARB_framebuffer_no_attachments; | ||||
|  | @ -66,7 +67,8 @@ RasterizerOpenGL::RasterizerOpenGL() | |||
| 
 | ||||
|     uniform_block_data.dirty = true; | ||||
| 
 | ||||
|     uniform_block_data.lut_dirty.fill(true); | ||||
|     uniform_block_data.lighting_lut_dirty.fill(true); | ||||
|     uniform_block_data.lighting_lut_dirty_any = true; | ||||
| 
 | ||||
|     uniform_block_data.fog_lut_dirty = true; | ||||
| 
 | ||||
|  | @ -122,77 +124,16 @@ RasterizerOpenGL::RasterizerOpenGL() | |||
|     // Create render framebuffer
 | ||||
|     framebuffer.Create(); | ||||
| 
 | ||||
|     // Allocate and bind lighting lut textures
 | ||||
|     lighting_lut.Create(); | ||||
|     state.lighting_lut.texture_buffer = lighting_lut.handle; | ||||
|     // Allocate and bind texture buffer lut textures
 | ||||
|     texture_buffer_lut_rg.Create(); | ||||
|     texture_buffer_lut_rgba.Create(); | ||||
|     state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle; | ||||
|     state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle; | ||||
|     state.Apply(); | ||||
|     lighting_lut_buffer.Create(); | ||||
|     glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle); | ||||
|     glBufferData(GL_TEXTURE_BUFFER, | ||||
|                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr, | ||||
|                  GL_DYNAMIC_DRAW); | ||||
|     glActiveTexture(TextureUnits::LightingLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle); | ||||
| 
 | ||||
|     // Setup the LUT for the fog
 | ||||
|     fog_lut.Create(); | ||||
|     state.fog_lut.texture_buffer = fog_lut.handle; | ||||
|     state.Apply(); | ||||
|     fog_lut_buffer.Create(); | ||||
|     glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle); | ||||
|     glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); | ||||
|     glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle); | ||||
| 
 | ||||
|     // 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; | ||||
|     state.Apply(); | ||||
|     proctex_lut_buffer.Create(); | ||||
|     glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle); | ||||
|     glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW); | ||||
|     glActiveTexture(TextureUnits::ProcTexLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle); | ||||
| 
 | ||||
|     // Setup the difference LUT for proctex
 | ||||
|     proctex_diff_lut.Create(); | ||||
|     state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle; | ||||
|     state.Apply(); | ||||
|     proctex_diff_lut_buffer.Create(); | ||||
|     glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); | ||||
|     glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW); | ||||
|     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); | ||||
|     glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle()); | ||||
|     glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle()); | ||||
| 
 | ||||
|     // Bind index buffer for hardware shader path
 | ||||
|     state.draw.vertex_array = hw_vao.handle; | ||||
|  | @ -803,49 +744,8 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) { | |||
|         shader_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the lighting luts
 | ||||
|     for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) { | ||||
|         if (uniform_block_data.lut_dirty[index]) { | ||||
|             SyncLightingLUT(index); | ||||
|             uniform_block_data.lut_dirty[index] = false; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Sync the fog lut
 | ||||
|     if (uniform_block_data.fog_lut_dirty) { | ||||
|         SyncFogLUT(); | ||||
|         uniform_block_data.fog_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex noise lut
 | ||||
|     if (uniform_block_data.proctex_noise_lut_dirty) { | ||||
|         SyncProcTexNoiseLUT(); | ||||
|         uniform_block_data.proctex_noise_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex color map
 | ||||
|     if (uniform_block_data.proctex_color_map_dirty) { | ||||
|         SyncProcTexColorMap(); | ||||
|         uniform_block_data.proctex_color_map_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex alpha map
 | ||||
|     if (uniform_block_data.proctex_alpha_map_dirty) { | ||||
|         SyncProcTexAlphaMap(); | ||||
|         uniform_block_data.proctex_alpha_map_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex lut
 | ||||
|     if (uniform_block_data.proctex_lut_dirty) { | ||||
|         SyncProcTexLUT(); | ||||
|         uniform_block_data.proctex_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex difference lut
 | ||||
|     if (uniform_block_data.proctex_diff_lut_dirty) { | ||||
|         SyncProcTexDiffLUT(); | ||||
|         uniform_block_data.proctex_diff_lut_dirty = false; | ||||
|     } | ||||
|     // Sync the LUTs within the texture buffer
 | ||||
|     SyncAndUploadLUTs(); | ||||
| 
 | ||||
|     // Sync the uniform data
 | ||||
|     const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes; | ||||
|  | @ -1408,7 +1308,8 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
|     case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce): | ||||
|     case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): { | ||||
|         auto& lut_config = regs.lighting.lut_config; | ||||
|         uniform_block_data.lut_dirty[lut_config.type] = true; | ||||
|         uniform_block_data.lighting_lut_dirty[lut_config.type] = true; | ||||
|         uniform_block_data.lighting_lut_dirty_any = true; | ||||
|         break; | ||||
|     } | ||||
|     } | ||||
|  | @ -1763,21 +1664,6 @@ void RasterizerOpenGL::SyncFogColor() { | |||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncFogLUT() { | ||||
|     std::array<GLvec2, 128> new_data; | ||||
| 
 | ||||
|     std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), | ||||
|                    [](const auto& entry) { | ||||
|                        return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; | ||||
|                    }); | ||||
| 
 | ||||
|     if (new_data != fog_lut_data) { | ||||
|         fog_lut_data = new_data; | ||||
|         glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle); | ||||
|         glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexNoise() { | ||||
|     const auto& regs = Pica::g_state.regs.texturing; | ||||
|     uniform_block_data.data.proctex_noise_f = { | ||||
|  | @ -1796,70 +1682,6 @@ void RasterizerOpenGL::SyncProcTexNoise() { | |||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
| 
 | ||||
| // helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
 | ||||
| static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut, | ||||
|                                 std::array<GLvec2, 128>& lut_data, GLuint buffer) { | ||||
|     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) { | ||||
|         lut_data = new_data; | ||||
|         glBindBuffer(GL_TEXTURE_BUFFER, buffer); | ||||
|         glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexNoiseLUT() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, | ||||
|                         proctex_noise_lut_buffer.handle); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexColorMap() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, | ||||
|                         proctex_color_map_buffer.handle); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexAlphaMap() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, | ||||
|                         proctex_alpha_map_buffer.handle); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexLUT() { | ||||
|     std::array<GLvec4, 256> new_data; | ||||
| 
 | ||||
|     std::transform(Pica::g_state.proctex.color_table.begin(), | ||||
|                    Pica::g_state.proctex.color_table.end(), new_data.begin(), | ||||
|                    [](const auto& entry) { | ||||
|                        auto rgba = entry.ToVector() / 255.0f; | ||||
|                        return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||
|                    }); | ||||
| 
 | ||||
|     if (new_data != proctex_lut_data) { | ||||
|         proctex_lut_data = new_data; | ||||
|         glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle); | ||||
|         glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexDiffLUT() { | ||||
|     std::array<GLvec4, 256> new_data; | ||||
| 
 | ||||
|     std::transform(Pica::g_state.proctex.color_diff_table.begin(), | ||||
|                    Pica::g_state.proctex.color_diff_table.end(), new_data.begin(), | ||||
|                    [](const auto& entry) { | ||||
|                        auto rgba = entry.ToVector() / 255.0f; | ||||
|                        return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||
|                    }); | ||||
| 
 | ||||
|     if (new_data != proctex_diff_lut_data) { | ||||
|         proctex_diff_lut_data = new_data; | ||||
|         glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); | ||||
|         glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncAlphaTest() { | ||||
|     const auto& regs = Pica::g_state.regs; | ||||
|     if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { | ||||
|  | @ -1957,21 +1779,6 @@ void RasterizerOpenGL::SyncGlobalAmbient() { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { | ||||
|     std::array<GLvec2, 256> new_data; | ||||
|     const auto& source_lut = Pica::g_state.lighting.luts[lut_index]; | ||||
|     std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) { | ||||
|         return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; | ||||
|     }); | ||||
| 
 | ||||
|     if (new_data != lighting_lut_data[lut_index]) { | ||||
|         lighting_lut_data[lut_index] = new_data; | ||||
|         glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle); | ||||
|         glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2), | ||||
|                         new_data.size() * sizeof(GLvec2), new_data.data()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncLightSpecular0(int light_index) { | ||||
|     auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0); | ||||
|     if (color != uniform_block_data.data.light_src[light_index].specular_0) { | ||||
|  | @ -2062,6 +1869,158 @@ void RasterizerOpenGL::SyncShadowBias() { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||
|     constexpr size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler + | ||||
|                                 sizeof(GLvec2) * 128 +     // fog
 | ||||
|                                 sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
 | ||||
|                                 sizeof(GLvec4) * 256 +     // proctex
 | ||||
|                                 sizeof(GLvec4) * 256;      // proctex diff
 | ||||
| 
 | ||||
|     if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty && | ||||
|         !uniform_block_data.proctex_noise_lut_dirty && | ||||
|         !uniform_block_data.proctex_color_map_dirty && | ||||
|         !uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty && | ||||
|         !uniform_block_data.proctex_diff_lut_dirty) { | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     u8* buffer; | ||||
|     GLintptr offset; | ||||
|     bool invalidate; | ||||
|     size_t bytes_used = 0; | ||||
|     glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle()); | ||||
|     std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4)); | ||||
| 
 | ||||
|     // Sync the lighting luts
 | ||||
|     if (uniform_block_data.lighting_lut_dirty_any || invalidate) { | ||||
|         for (unsigned index = 0; index < uniform_block_data.lighting_lut_dirty.size(); index++) { | ||||
|             if (uniform_block_data.lighting_lut_dirty[index] || invalidate) { | ||||
|                 std::array<GLvec2, 256> new_data; | ||||
|                 const auto& source_lut = Pica::g_state.lighting.luts[index]; | ||||
|                 std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), | ||||
|                                [](const auto& entry) { | ||||
|                                    return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; | ||||
|                                }); | ||||
| 
 | ||||
|                 if (new_data != lighting_lut_data[index] || invalidate) { | ||||
|                     lighting_lut_data[index] = new_data; | ||||
|                     std::memcpy(buffer + bytes_used, new_data.data(), | ||||
|                                 new_data.size() * sizeof(GLvec2)); | ||||
|                     uniform_block_data.data.lighting_lut_offset[index / 4][index % 4] = | ||||
|                         (offset + bytes_used) / sizeof(GLvec2); | ||||
|                     uniform_block_data.dirty = true; | ||||
|                     bytes_used += new_data.size() * sizeof(GLvec2); | ||||
|                 } | ||||
|                 uniform_block_data.lighting_lut_dirty[index] = false; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|     uniform_block_data.lighting_lut_dirty_any = false; | ||||
| 
 | ||||
|     // Sync the fog lut
 | ||||
|     if (uniform_block_data.fog_lut_dirty || invalidate) { | ||||
|         std::array<GLvec2, 128> new_data; | ||||
| 
 | ||||
|         std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), | ||||
|                        [](const auto& entry) { | ||||
|                            return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; | ||||
|                        }); | ||||
| 
 | ||||
|         if (new_data != fog_lut_data || invalidate) { | ||||
|             fog_lut_data = new_data; | ||||
|             std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2)); | ||||
|             uniform_block_data.data.fog_lut_offset = (offset + bytes_used) / sizeof(GLvec2); | ||||
|             uniform_block_data.dirty = true; | ||||
|             bytes_used += new_data.size() * sizeof(GLvec2); | ||||
|         } | ||||
|         uniform_block_data.fog_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
 | ||||
|     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 || invalidate) { | ||||
|             lut_data = new_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 || invalidate) { | ||||
|         SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, | ||||
|                             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 || invalidate) { | ||||
|         SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, | ||||
|                             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 || invalidate) { | ||||
|         SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, | ||||
|                             uniform_block_data.data.proctex_alpha_map_offset); | ||||
|         uniform_block_data.proctex_alpha_map_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex lut
 | ||||
|     if (uniform_block_data.proctex_lut_dirty || invalidate) { | ||||
|         std::array<GLvec4, 256> new_data; | ||||
| 
 | ||||
|         std::transform(Pica::g_state.proctex.color_table.begin(), | ||||
|                        Pica::g_state.proctex.color_table.end(), new_data.begin(), | ||||
|                        [](const auto& entry) { | ||||
|                            auto rgba = entry.ToVector() / 255.0f; | ||||
|                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||
|                        }); | ||||
| 
 | ||||
|         if (new_data != proctex_lut_data || invalidate) { | ||||
|             proctex_lut_data = new_data; | ||||
|             std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4)); | ||||
|             uniform_block_data.data.proctex_lut_offset = (offset + bytes_used) / sizeof(GLvec4); | ||||
|             uniform_block_data.dirty = true; | ||||
|             bytes_used += new_data.size() * sizeof(GLvec4); | ||||
|         } | ||||
|         uniform_block_data.proctex_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     // Sync the proctex difference lut
 | ||||
|     if (uniform_block_data.proctex_diff_lut_dirty || invalidate) { | ||||
|         std::array<GLvec4, 256> new_data; | ||||
| 
 | ||||
|         std::transform(Pica::g_state.proctex.color_diff_table.begin(), | ||||
|                        Pica::g_state.proctex.color_diff_table.end(), new_data.begin(), | ||||
|                        [](const auto& entry) { | ||||
|                            auto rgba = entry.ToVector() / 255.0f; | ||||
|                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||
|                        }); | ||||
| 
 | ||||
|         if (new_data != proctex_diff_lut_data || invalidate) { | ||||
|             proctex_diff_lut_data = new_data; | ||||
|             std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4)); | ||||
|             uniform_block_data.data.proctex_diff_lut_offset = | ||||
|                 (offset + bytes_used) / sizeof(GLvec4); | ||||
|             uniform_block_data.dirty = true; | ||||
|             bytes_used += new_data.size() * sizeof(GLvec4); | ||||
|         } | ||||
|         uniform_block_data.proctex_diff_lut_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     texture_buffer.Unmap(bytes_used); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) { | ||||
|     // glBindBufferRange below also changes the generic buffer binding point, so we sync the state
 | ||||
|     // first
 | ||||
|  |  | |||
|  | @ -148,18 +148,10 @@ private: | |||
| 
 | ||||
|     /// Syncs the fog states to match the PICA register
 | ||||
|     void SyncFogColor(); | ||||
|     void SyncFogLUT(); | ||||
| 
 | ||||
|     /// Sync the procedural texture noise configuration to match the PICA register
 | ||||
|     void SyncProcTexNoise(); | ||||
| 
 | ||||
|     /// Sync the procedural texture lookup tables
 | ||||
|     void SyncProcTexNoiseLUT(); | ||||
|     void SyncProcTexColorMap(); | ||||
|     void SyncProcTexAlphaMap(); | ||||
|     void SyncProcTexLUT(); | ||||
|     void SyncProcTexDiffLUT(); | ||||
| 
 | ||||
|     /// Syncs the alpha test states to match the PICA register
 | ||||
|     void SyncAlphaTest(); | ||||
| 
 | ||||
|  | @ -190,9 +182,6 @@ private: | |||
|     /// Syncs the lighting global ambient color to match the PICA register
 | ||||
|     void SyncGlobalAmbient(); | ||||
| 
 | ||||
|     /// Syncs the lighting lookup tables
 | ||||
|     void SyncLightingLUT(unsigned index); | ||||
| 
 | ||||
|     /// Syncs the specified light's specular 0 color to match the PICA register
 | ||||
|     void SyncLightSpecular0(int light_index); | ||||
| 
 | ||||
|  | @ -220,6 +209,9 @@ private: | |||
|     /// Syncs the shadow rendering bias to match the PICA register
 | ||||
|     void SyncShadowBias(); | ||||
| 
 | ||||
|     /// Syncs and uploads the lighting, fog and proctex LUTs
 | ||||
|     void SyncAndUploadLUTs(); | ||||
| 
 | ||||
|     /// Upload the uniform blocks to the uniform buffer object
 | ||||
|     void UploadUniforms(bool accelerate_draw, bool use_gs); | ||||
| 
 | ||||
|  | @ -258,7 +250,8 @@ private: | |||
| 
 | ||||
|     struct { | ||||
|         UniformData data; | ||||
|         std::array<bool, Pica::LightingRegs::NumLightingSampler> lut_dirty; | ||||
|         std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty; | ||||
|         bool lighting_lut_dirty_any; | ||||
|         bool fog_lut_dirty; | ||||
|         bool proctex_noise_lut_dirty; | ||||
|         bool proctex_color_map_dirty; | ||||
|  | @ -274,6 +267,7 @@ private: | |||
|     static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024; | ||||
|     static constexpr size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024; | ||||
|     static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024; | ||||
|     static constexpr size_t TEXTURE_BUFFER_SIZE = 1 * 1024 * 1024; | ||||
| 
 | ||||
|     OGLVertexArray sw_vao; // VAO for software shader draw
 | ||||
|     OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
 | ||||
|  | @ -283,6 +277,7 @@ private: | |||
|     OGLStreamBuffer vertex_buffer; | ||||
|     OGLStreamBuffer uniform_buffer; | ||||
|     OGLStreamBuffer index_buffer; | ||||
|     OGLStreamBuffer texture_buffer; | ||||
|     OGLFramebuffer framebuffer; | ||||
|     GLint uniform_buffer_alignment; | ||||
|     size_t uniform_size_aligned_vs; | ||||
|  | @ -291,32 +286,15 @@ private: | |||
| 
 | ||||
|     SamplerInfo texture_cube_sampler; | ||||
| 
 | ||||
|     OGLBuffer lighting_lut_buffer; | ||||
|     OGLTexture lighting_lut; | ||||
|     OGLTexture texture_buffer_lut_rg; | ||||
|     OGLTexture texture_buffer_lut_rgba; | ||||
| 
 | ||||
|     std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{}; | ||||
| 
 | ||||
|     OGLBuffer fog_lut_buffer; | ||||
|     OGLTexture fog_lut; | ||||
|     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; | ||||
|     OGLTexture proctex_lut; | ||||
|     std::array<GLvec4, 256> proctex_lut_data{}; | ||||
| 
 | ||||
|     OGLBuffer proctex_diff_lut_buffer; | ||||
|     OGLTexture proctex_diff_lut; | ||||
|     std::array<GLvec4, 256> proctex_diff_lut_data{}; | ||||
| 
 | ||||
|     bool allow_shadow; | ||||
|  |  | |||
|  | @ -32,6 +32,7 @@ namespace GLShader { | |||
| static const std::string UniformBlockDef = R"( | ||||
| #define NUM_TEV_STAGES 6 | ||||
| #define NUM_LIGHTS 8 | ||||
| #define NUM_LIGHTING_SAMPLERS 24 | ||||
| 
 | ||||
| struct LightSrc { | ||||
|     vec3 specular_0; | ||||
|  | @ -55,6 +56,13 @@ layout (std140) uniform shader_data { | |||
|     int scissor_y1; | ||||
|     int scissor_x2; | ||||
|     int scissor_y2; | ||||
|     int fog_lut_offset; | ||||
|     int proctex_noise_lut_offset; | ||||
|     int proctex_color_map_offset; | ||||
|     int proctex_alpha_map_offset; | ||||
|     int proctex_lut_offset; | ||||
|     int proctex_diff_lut_offset; | ||||
|     ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; | ||||
|     vec3 fog_color; | ||||
|     vec2 proctex_noise_f; | ||||
|     vec2 proctex_noise_a; | ||||
|  | @ -1017,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m | |||
| } | ||||
| 
 | ||||
| void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, | ||||
|                                 const std::string& map_lut) { | ||||
|                                 const std::string& offset) { | ||||
|     std::string combined; | ||||
|     switch (combiner) { | ||||
|     case ProcTexCombiner::U: | ||||
|  | @ -1055,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, | |||
|         combined = "0.0"; | ||||
|         break; | ||||
|     } | ||||
|     out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")"; | ||||
|     out += "ProcTexLookupLUT(" + offset + ", " + combined + ")"; | ||||
| } | ||||
| 
 | ||||
| void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) { | ||||
|  | @ -1064,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) { | |||
|     // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
 | ||||
|     // value entries and difference entries.
 | ||||
|     out += R"( | ||||
| float ProcTexLookupLUT(samplerBuffer lut, float coord) { | ||||
| float ProcTexLookupLUT(int offset, float coord) { | ||||
|     coord *= 128; | ||||
|     float index_i = clamp(floor(coord), 0.0, 127.0); | ||||
|     float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
 | ||||
|                                      // extracted as index_i = 127.0 and index_f = 1.0
 | ||||
|     vec2 entry = texelFetch(lut, int(index_i)).rg; | ||||
|     vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg; | ||||
|     return clamp(entry.r + entry.g * index_f, 0.0, 1.0); | ||||
| } | ||||
|     )"; | ||||
|  | @ -1105,8 +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, frac.x); | ||||
|     float y_noise = ProcTexLookupLUT(proctex_noise_lut, frac.y); | ||||
|     float x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x); | ||||
|     float y_noise = ProcTexLookupLUT(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); | ||||
|  | @ -1148,7 +1156,8 @@ 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, | ||||
|                                "proctex_color_map_offset"); | ||||
|     out += ";\n"; | ||||
| 
 | ||||
|     // Look up color
 | ||||
|  | @ -1162,14 +1171,17 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|         out += "int lut_index_i = int(lut_coord) + " + | ||||
|                std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||
|         out += "float lut_index_f = fract(lut_coord);\n"; | ||||
|         out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * " | ||||
|                "texelFetch(proctex_diff_lut, lut_index_i);\n"; | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + " | ||||
|                "proctex_lut_offset) + " | ||||
|                "lut_index_f * " | ||||
|                "texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n"; | ||||
|         break; | ||||
|     case ProcTexFilter::Nearest: | ||||
|     case ProcTexFilter::NearestMipmapLinear: | ||||
|     case ProcTexFilter::NearestMipmapNearest: | ||||
|         out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||
|         out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n"; | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + " | ||||
|                "proctex_lut_offset);\n"; | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|  | @ -1177,7 +1189,8 @@ 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"); | ||||
|         AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, | ||||
|                                    "proctex_alpha_map_offset"); | ||||
|         out += ";\n"; | ||||
|         out += "return vec4(final_color.xyz, final_alpha);\n}\n"; | ||||
|     } else { | ||||
|  | @ -1210,13 +1223,8 @@ uniform sampler2D tex0; | |||
| uniform sampler2D tex1; | ||||
| uniform sampler2D tex2; | ||||
| uniform samplerCube tex_cube; | ||||
| uniform samplerBuffer lighting_lut; | ||||
| uniform samplerBuffer fog_lut; | ||||
| uniform samplerBuffer proctex_noise_lut; | ||||
| uniform samplerBuffer proctex_color_map; | ||||
| uniform samplerBuffer proctex_alpha_map; | ||||
| uniform samplerBuffer proctex_lut; | ||||
| uniform samplerBuffer proctex_diff_lut; | ||||
| uniform samplerBuffer texture_buffer_lut_rg; | ||||
| uniform samplerBuffer texture_buffer_lut_rgba; | ||||
| 
 | ||||
| #if ALLOW_SHADOW | ||||
| layout(r32ui) uniform readonly uimage2D shadow_texture_px; | ||||
|  | @ -1238,7 +1246,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) { | |||
| } | ||||
| 
 | ||||
| float LookupLightingLUT(int lut_index, int index, float delta) { | ||||
|     vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg; | ||||
|     vec2 entry = texelFetch(texture_buffer_lut_rg, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg; | ||||
|     return entry.r + entry.g * delta; | ||||
| } | ||||
| 
 | ||||
|  | @ -1481,7 +1489,8 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|         // Generate clamped fog factor from LUT for given fog index
 | ||||
|         out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"; | ||||
|         out += "float fog_f = fog_index - fog_i;\n"; | ||||
|         out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i)).rg;\n"; | ||||
|         out += "vec2 fog_lut_entry = texelFetch(texture_buffer_lut_rg, int(fog_i) + " | ||||
|                "fog_lut_offset).rg;\n"; | ||||
|         out += "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"; | ||||
|         out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n"; | ||||
| 
 | ||||
|  |  | |||
|  | @ -55,13 +55,8 @@ static void SetShaderSamplerBindings(GLuint shader) { | |||
|     SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube); | ||||
| 
 | ||||
|     // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|     SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT); | ||||
|     SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT); | ||||
|     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); | ||||
|     SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG); | ||||
|     SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA); | ||||
| 
 | ||||
|     SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer); | ||||
|     SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX); | ||||
|  |  | |||
|  | @ -6,6 +6,7 @@ | |||
| 
 | ||||
| #include <memory> | ||||
| #include <glad/glad.h> | ||||
| #include "video_core/regs_lighting.h" | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
|  | @ -38,6 +39,13 @@ struct UniformData { | |||
|     GLint scissor_y1; | ||||
|     GLint scissor_x2; | ||||
|     GLint scissor_y2; | ||||
|     GLint fog_lut_offset; | ||||
|     GLint proctex_noise_lut_offset; | ||||
|     GLint proctex_color_map_offset; | ||||
|     GLint proctex_alpha_map_offset; | ||||
|     GLint proctex_lut_offset; | ||||
|     GLint proctex_diff_lut_offset; | ||||
|     alignas(16) GLivec4 lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4]; | ||||
|     alignas(16) GLvec3 fog_color; | ||||
|     alignas(8) GLvec2 proctex_noise_f; | ||||
|     alignas(8) GLvec2 proctex_noise_a; | ||||
|  | @ -50,7 +58,7 @@ struct UniformData { | |||
| }; | ||||
| 
 | ||||
| static_assert( | ||||
|     sizeof(UniformData) == 0x470, | ||||
|     sizeof(UniformData) == 0x4e0, | ||||
|     "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
| static_assert(sizeof(UniformData) < 16384, | ||||
|               "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
|  |  | |||
|  | @ -55,15 +55,8 @@ OpenGLState::OpenGLState() { | |||
|     texture_cube_unit.texture_cube = 0; | ||||
|     texture_cube_unit.sampler = 0; | ||||
| 
 | ||||
|     lighting_lut.texture_buffer = 0; | ||||
| 
 | ||||
|     fog_lut.texture_buffer = 0; | ||||
| 
 | ||||
|     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; | ||||
|     texture_buffer_lut_rg.texture_buffer = 0; | ||||
|     texture_buffer_lut_rgba.texture_buffer = 0; | ||||
| 
 | ||||
|     image_shadow_buffer = 0; | ||||
|     image_shadow_texture_px = 0; | ||||
|  | @ -221,46 +214,17 @@ void OpenGLState::Apply() const { | |||
|         glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler); | ||||
|     } | ||||
| 
 | ||||
|     // Lighting LUTs
 | ||||
|     if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) { | ||||
|         glActiveTexture(TextureUnits::LightingLUT.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer); | ||||
|     // Texture buffer LUTs
 | ||||
|     if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) { | ||||
|         glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rg.texture_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // Fog LUT
 | ||||
|     if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) { | ||||
|         glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, fog_lut.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()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // ProcTex Diff LUT
 | ||||
|     if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) { | ||||
|         glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer); | ||||
|     // Texture buffer LUTs
 | ||||
|     if (texture_buffer_lut_rgba.texture_buffer != | ||||
|         cur_state.texture_buffer_lut_rgba.texture_buffer) { | ||||
|         glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // Shadow Images
 | ||||
|  | @ -374,20 +338,10 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) { | |||
|     } | ||||
|     if (texture_cube_unit.texture_cube == handle) | ||||
|         texture_cube_unit.texture_cube = 0; | ||||
|     if (lighting_lut.texture_buffer == handle) | ||||
|         lighting_lut.texture_buffer = 0; | ||||
|     if (fog_lut.texture_buffer == handle) | ||||
|         fog_lut.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) | ||||
|         proctex_diff_lut.texture_buffer = 0; | ||||
|     if (texture_buffer_lut_rg.texture_buffer == handle) | ||||
|         texture_buffer_lut_rg.texture_buffer = 0; | ||||
|     if (texture_buffer_lut_rgba.texture_buffer == handle) | ||||
|         texture_buffer_lut_rgba.texture_buffer = 0; | ||||
|     if (image_shadow_buffer == handle) | ||||
|         image_shadow_buffer = 0; | ||||
|     if (image_shadow_texture_px == handle) | ||||
|  |  | |||
|  | @ -20,14 +20,9 @@ constexpr TextureUnit PicaTexture(int unit) { | |||
|     return TextureUnit{unit}; | ||||
| } | ||||
| 
 | ||||
| constexpr TextureUnit LightingLUT{3}; | ||||
| constexpr TextureUnit FogLUT{4}; | ||||
| constexpr TextureUnit ProcTexNoiseLUT{5}; | ||||
| constexpr TextureUnit ProcTexColorMap{6}; | ||||
| constexpr TextureUnit ProcTexAlphaMap{7}; | ||||
| constexpr TextureUnit ProcTexLUT{8}; | ||||
| constexpr TextureUnit ProcTexDiffLUT{9}; | ||||
| constexpr TextureUnit TextureCube{10}; | ||||
| constexpr TextureUnit TextureCube{3}; | ||||
| constexpr TextureUnit TextureBufferLUT_RG{4}; | ||||
| constexpr TextureUnit TextureBufferLUT_RGBA{5}; | ||||
| 
 | ||||
| } // namespace TextureUnits
 | ||||
| 
 | ||||
|  | @ -105,31 +100,11 @@ public: | |||
| 
 | ||||
|     struct { | ||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||
|     } lighting_lut; | ||||
|     } texture_buffer_lut_rg; | ||||
| 
 | ||||
|     struct { | ||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||
|     } fog_lut; | ||||
| 
 | ||||
|     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; | ||||
| 
 | ||||
|     struct { | ||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||
|     } proctex_diff_lut; | ||||
|     } texture_buffer_lut_rgba; | ||||
| 
 | ||||
|     // GL_IMAGE_BINDING_NAME
 | ||||
|     GLuint image_shadow_buffer; | ||||
|  |  | |||
|  | @ -87,7 +87,7 @@ std::tuple<u8*, GLintptr, bool> OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a | |||
| void OGLStreamBuffer::Unmap(GLsizeiptr size) { | ||||
|     ASSERT(size <= mapped_size); | ||||
| 
 | ||||
|     if (!coherent) { | ||||
|     if (!coherent && size > 0) { | ||||
|         glFlushMappedBufferRange(gl_target, buffer_pos - mapped_offset, size); | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -23,6 +23,10 @@ using GLuvec2 = std::array<GLuint, 2>; | |||
| using GLuvec3 = std::array<GLuint, 3>; | ||||
| using GLuvec4 = std::array<GLuint, 4>; | ||||
| 
 | ||||
| using GLivec2 = std::array<GLint, 2>; | ||||
| using GLivec3 = std::array<GLint, 3>; | ||||
| using GLivec4 = std::array<GLint, 4>; | ||||
| 
 | ||||
| namespace PicaToGL { | ||||
| 
 | ||||
| inline GLenum TextureFilterMode(Pica::TexturingRegs::TextureConfig::TextureFilter mode) { | ||||
|  |  | |||
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