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	gl_rasterizer: Use the shared texture buffer for the lighting lut.
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					 6 changed files with 27 additions and 41 deletions
				
			
		|  | @ -78,9 +78,6 @@ RasterizerOpenGL::RasterizerOpenGL() | ||||||
|     uniform_block_data.proctex_lut_dirty = true; |     uniform_block_data.proctex_lut_dirty = true; | ||||||
|     uniform_block_data.proctex_diff_lut_dirty = true; |     uniform_block_data.proctex_diff_lut_dirty = true; | ||||||
| 
 | 
 | ||||||
|     for (int i = 0; i < 24; i++) |  | ||||||
|       uniform_block_data.data.lighting_lut_offset[i / 4][i % 4] = 256 * i; |  | ||||||
| 
 |  | ||||||
|     glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment); |     glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment); | ||||||
|     uniform_size_aligned_vs = |     uniform_size_aligned_vs = | ||||||
|         Common::AlignUp<size_t>(sizeof(VSUniformData), uniform_buffer_alignment); |         Common::AlignUp<size_t>(sizeof(VSUniformData), uniform_buffer_alignment); | ||||||
|  | @ -138,18 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL() | ||||||
|     glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum()); |     glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum()); | ||||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle()); |     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle()); | ||||||
| 
 | 
 | ||||||
|     // Allocate and bind lighting lut textures
 |  | ||||||
|     lighting_lut.Create(); |  | ||||||
|     state.lighting_lut.texture_buffer = lighting_lut.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
 |     // Setup the LUT for the fog
 | ||||||
|     fog_lut.Create(); |     fog_lut.Create(); | ||||||
|     state.fog_lut.texture_buffer = fog_lut.handle; |     state.fog_lut.texture_buffer = fog_lut.handle; | ||||||
|  | @ -1951,10 +1936,25 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|                                 sizeof(GLvec4) * 256 +     // proctex
 |                                 sizeof(GLvec4) * 256 +     // proctex
 | ||||||
|                                 sizeof(GLvec4) * 256;      // proctex diff
 |                                 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
 |     // Sync the lighting luts
 | ||||||
|     if (uniform_block_data.lighting_lut_dirty_any) { |     if (uniform_block_data.lighting_lut_dirty_any || invalidate) { | ||||||
|         for (unsigned index = 0; index < uniform_block_data.lighting_lut_dirty.size(); index++) { |         for (unsigned index = 0; index < uniform_block_data.lighting_lut_dirty.size(); index++) { | ||||||
|             if (uniform_block_data.lighting_lut_dirty[index]) { |             if (uniform_block_data.lighting_lut_dirty[index] || invalidate) { | ||||||
|                 std::array<GLvec2, 256> new_data; |                 std::array<GLvec2, 256> new_data; | ||||||
|                 const auto& source_lut = Pica::g_state.lighting.luts[index]; |                 const auto& source_lut = Pica::g_state.lighting.luts[index]; | ||||||
|                 std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), |                 std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), | ||||||
|  | @ -1962,11 +1962,14 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|                                    return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; |                                    return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; | ||||||
|                                }); |                                }); | ||||||
| 
 | 
 | ||||||
|                 if (new_data != lighting_lut_data[index]) { |                 if (new_data != lighting_lut_data[index] || invalidate) { | ||||||
|                     lighting_lut_data[index] = new_data; |                     lighting_lut_data[index] = new_data; | ||||||
|                     glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle); |                     std::memcpy(buffer + bytes_used, new_data.data(), | ||||||
|                     glBufferSubData(GL_TEXTURE_BUFFER, index * new_data.size() * sizeof(GLvec2), |                                 new_data.size() * sizeof(GLvec2)); | ||||||
|                                     new_data.size() * sizeof(GLvec2), new_data.data()); |                     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[index] = false; | ||||||
|             } |             } | ||||||
|  | @ -2068,6 +2071,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|         } |         } | ||||||
|         uniform_block_data.proctex_diff_lut_dirty = false; |         uniform_block_data.proctex_diff_lut_dirty = false; | ||||||
|     } |     } | ||||||
|  | 
 | ||||||
|  |     texture_buffer.Unmap(bytes_used); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) { | void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) { | ||||||
|  |  | ||||||
|  | @ -289,8 +289,6 @@ private: | ||||||
|     OGLTexture texture_buffer_lut_rg; |     OGLTexture texture_buffer_lut_rg; | ||||||
|     OGLTexture texture_buffer_lut_rgba; |     OGLTexture texture_buffer_lut_rgba; | ||||||
| 
 | 
 | ||||||
|     OGLBuffer lighting_lut_buffer; |  | ||||||
|     OGLTexture lighting_lut; |  | ||||||
|     std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{}; |     std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{}; | ||||||
| 
 | 
 | ||||||
|     OGLBuffer fog_lut_buffer; |     OGLBuffer fog_lut_buffer; | ||||||
|  |  | ||||||
|  | @ -1224,7 +1224,6 @@ uniform sampler2D tex2; | ||||||
| uniform samplerCube tex_cube; | uniform samplerCube tex_cube; | ||||||
| uniform samplerBuffer texture_buffer_lut_rg; | uniform samplerBuffer texture_buffer_lut_rg; | ||||||
| uniform samplerBuffer texture_buffer_lut_rgba; | uniform samplerBuffer texture_buffer_lut_rgba; | ||||||
| uniform samplerBuffer lighting_lut; |  | ||||||
| uniform samplerBuffer fog_lut; | uniform samplerBuffer fog_lut; | ||||||
| uniform samplerBuffer proctex_noise_lut; | uniform samplerBuffer proctex_noise_lut; | ||||||
| uniform samplerBuffer proctex_color_map; | uniform samplerBuffer proctex_color_map; | ||||||
|  | @ -1252,7 +1251,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| float LookupLightingLUT(int lut_index, int index, float delta) { | float LookupLightingLUT(int lut_index, int index, float delta) { | ||||||
|     vec2 entry = texelFetch(lighting_lut, lighting_lut_offset[lut_index >> 2][lut_index & 3] + 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; |     return entry.r + entry.g * delta; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -57,7 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) { | ||||||
|     // Set the texture samplers to correspond to different lookup table texture units
 |     // 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_rg", TextureUnits::TextureBufferLUT_RG); | ||||||
|     SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA); |     SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA); | ||||||
|     SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT); |  | ||||||
|     SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT); |     SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT); | ||||||
|     SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT); |     SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT); | ||||||
|     SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap); |     SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap); | ||||||
|  |  | ||||||
|  | @ -58,8 +58,6 @@ OpenGLState::OpenGLState() { | ||||||
|     texture_buffer_lut_rg.texture_buffer = 0; |     texture_buffer_lut_rg.texture_buffer = 0; | ||||||
|     texture_buffer_lut_rgba.texture_buffer = 0; |     texture_buffer_lut_rgba.texture_buffer = 0; | ||||||
| 
 | 
 | ||||||
|     lighting_lut.texture_buffer = 0; |  | ||||||
| 
 |  | ||||||
|     fog_lut.texture_buffer = 0; |     fog_lut.texture_buffer = 0; | ||||||
| 
 | 
 | ||||||
|     proctex_lut.texture_buffer = 0; |     proctex_lut.texture_buffer = 0; | ||||||
|  | @ -237,12 +235,6 @@ void OpenGLState::Apply() const { | ||||||
|         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer); |         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // 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); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     // Fog LUT
 |     // Fog LUT
 | ||||||
|     if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) { |     if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) { | ||||||
|         glActiveTexture(TextureUnits::FogLUT.Enum()); |         glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||||
|  | @ -394,8 +386,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) { | ||||||
|         texture_buffer_lut_rg.texture_buffer = 0; |         texture_buffer_lut_rg.texture_buffer = 0; | ||||||
|     if (texture_buffer_lut_rgba.texture_buffer == handle) |     if (texture_buffer_lut_rgba.texture_buffer == handle) | ||||||
|         texture_buffer_lut_rgba.texture_buffer = 0; |         texture_buffer_lut_rgba.texture_buffer = 0; | ||||||
|     if (lighting_lut.texture_buffer == handle) |  | ||||||
|         lighting_lut.texture_buffer = 0; |  | ||||||
|     if (fog_lut.texture_buffer == handle) |     if (fog_lut.texture_buffer == handle) | ||||||
|         fog_lut.texture_buffer = 0; |         fog_lut.texture_buffer = 0; | ||||||
|     if (proctex_noise_lut.texture_buffer == handle) |     if (proctex_noise_lut.texture_buffer == handle) | ||||||
|  |  | ||||||
|  | @ -20,7 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) { | ||||||
|     return TextureUnit{unit}; |     return TextureUnit{unit}; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| constexpr TextureUnit LightingLUT{3}; |  | ||||||
| constexpr TextureUnit FogLUT{4}; | constexpr TextureUnit FogLUT{4}; | ||||||
| constexpr TextureUnit ProcTexNoiseLUT{5}; | constexpr TextureUnit ProcTexNoiseLUT{5}; | ||||||
| constexpr TextureUnit ProcTexColorMap{6}; | constexpr TextureUnit ProcTexColorMap{6}; | ||||||
|  | @ -113,10 +112,6 @@ public: | ||||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 |         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||||
|     } texture_buffer_lut_rgba; |     } texture_buffer_lut_rgba; | ||||||
| 
 | 
 | ||||||
|     struct { |  | ||||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 |  | ||||||
|     } lighting_lut; |  | ||||||
| 
 |  | ||||||
|     struct { |     struct { | ||||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 |         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||||
|     } fog_lut; |     } fog_lut; | ||||||
|  |  | ||||||
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