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	gl_rasterizer: implement procedural texture
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					 6 changed files with 600 additions and 7 deletions
				
			
		|  | @ -55,6 +55,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | ||||||
| 
 | 
 | ||||||
|     uniform_block_data.fog_lut_dirty = true; |     uniform_block_data.fog_lut_dirty = true; | ||||||
| 
 | 
 | ||||||
|  |     uniform_block_data.proctex_noise_lut_dirty = true; | ||||||
|  |     uniform_block_data.proctex_color_map_dirty = true; | ||||||
|  |     uniform_block_data.proctex_alpha_map_dirty = true; | ||||||
|  |     uniform_block_data.proctex_lut_dirty = true; | ||||||
|  |     uniform_block_data.proctex_diff_lut_dirty = true; | ||||||
|  | 
 | ||||||
|     // Set vertex attributes
 |     // Set vertex attributes
 | ||||||
|     glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, |     glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, | ||||||
|                           sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); |                           sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); | ||||||
|  | @ -115,6 +121,51 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
| 
 | 
 | ||||||
|  |     // Setup the noise LUT for proctex
 | ||||||
|  |     proctex_noise_lut.Create(); | ||||||
|  |     state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; | ||||||
|  |     state.Apply(); | ||||||
|  |     glActiveTexture(GL_TEXTURE10); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|  |     // Setup the color map for proctex
 | ||||||
|  |     proctex_color_map.Create(); | ||||||
|  |     state.proctex_color_map.texture_1d = proctex_color_map.handle; | ||||||
|  |     state.Apply(); | ||||||
|  |     glActiveTexture(GL_TEXTURE11); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|  |     // Setup the alpha map for proctex
 | ||||||
|  |     proctex_alpha_map.Create(); | ||||||
|  |     state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; | ||||||
|  |     state.Apply(); | ||||||
|  |     glActiveTexture(GL_TEXTURE12); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|  |     // Setup the LUT for proctex
 | ||||||
|  |     proctex_lut.Create(); | ||||||
|  |     state.proctex_lut.texture_1d = proctex_lut.handle; | ||||||
|  |     state.Apply(); | ||||||
|  |     glActiveTexture(GL_TEXTURE13); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|  |     // Setup the difference LUT for proctex
 | ||||||
|  |     proctex_diff_lut.Create(); | ||||||
|  |     state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle; | ||||||
|  |     state.Apply(); | ||||||
|  |     glActiveTexture(GL_TEXTURE14); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|     // Sync fixed function OpenGL state
 |     // Sync fixed function OpenGL state
 | ||||||
|     SyncCullMode(); |     SyncCullMode(); | ||||||
|     SyncBlendEnabled(); |     SyncBlendEnabled(); | ||||||
|  | @ -272,6 +323,36 @@ void RasterizerOpenGL::DrawTriangles() { | ||||||
|         uniform_block_data.fog_lut_dirty = false; |         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 uniform data
 |     // Sync the uniform data
 | ||||||
|     if (uniform_block_data.dirty) { |     if (uniform_block_data.dirty) { | ||||||
|         glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, |         glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, | ||||||
|  | @ -354,6 +435,47 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | ||||||
|         uniform_block_data.fog_lut_dirty = true; |         uniform_block_data.fog_lut_dirty = true; | ||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|  |     // ProcTex state
 | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex): | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex_lut): | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex_lut_offset): | ||||||
|  |         shader_dirty = true; | ||||||
|  |         break; | ||||||
|  | 
 | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex_noise_u): | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex_noise_v): | ||||||
|  |     case PICA_REG_INDEX(texturing.proctex_noise_frequency): | ||||||
|  |         SyncProcTexNoise(); | ||||||
|  |         break; | ||||||
|  | 
 | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7): | ||||||
|  |         using Pica::TexturingRegs; | ||||||
|  |         switch (regs.texturing.proctex_lut_config.ref_table.Value()) { | ||||||
|  |         case TexturingRegs::ProcTexLutTable::Noise: | ||||||
|  |             uniform_block_data.proctex_noise_lut_dirty = true; | ||||||
|  |             break; | ||||||
|  |         case TexturingRegs::ProcTexLutTable::ColorMap: | ||||||
|  |             uniform_block_data.proctex_color_map_dirty = true; | ||||||
|  |             break; | ||||||
|  |         case TexturingRegs::ProcTexLutTable::AlphaMap: | ||||||
|  |             uniform_block_data.proctex_alpha_map_dirty = true; | ||||||
|  |             break; | ||||||
|  |         case TexturingRegs::ProcTexLutTable::Color: | ||||||
|  |             uniform_block_data.proctex_lut_dirty = true; | ||||||
|  |             break; | ||||||
|  |         case TexturingRegs::ProcTexLutTable::ColorDiff: | ||||||
|  |             uniform_block_data.proctex_diff_lut_dirty = true; | ||||||
|  |             break; | ||||||
|  |         } | ||||||
|  |         break; | ||||||
|  | 
 | ||||||
|     // Alpha test
 |     // Alpha test
 | ||||||
|     case PICA_REG_INDEX(framebuffer.output_merger.alpha_test): |     case PICA_REG_INDEX(framebuffer.output_merger.alpha_test): | ||||||
|         SyncAlphaTest(); |         SyncAlphaTest(); | ||||||
|  | @ -1072,6 +1194,35 @@ void RasterizerOpenGL::SetShader() { | ||||||
|             glUniform1i(uniform_fog_lut, 9); |             glUniform1i(uniform_fog_lut, 9); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         GLuint uniform_proctex_noise_lut = | ||||||
|  |             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||||
|  |         if (uniform_proctex_noise_lut != -1) { | ||||||
|  |             glUniform1i(uniform_proctex_noise_lut, 10); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         GLuint uniform_proctex_color_map = | ||||||
|  |             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||||
|  |         if (uniform_proctex_color_map != -1) { | ||||||
|  |             glUniform1i(uniform_proctex_color_map, 11); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         GLuint uniform_proctex_alpha_map = | ||||||
|  |             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||||
|  |         if (uniform_proctex_alpha_map != -1) { | ||||||
|  |             glUniform1i(uniform_proctex_alpha_map, 12); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||||
|  |         if (uniform_proctex_lut != -1) { | ||||||
|  |             glUniform1i(uniform_proctex_lut, 13); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         GLuint uniform_proctex_diff_lut = | ||||||
|  |             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||||
|  |         if (uniform_proctex_diff_lut != -1) { | ||||||
|  |             glUniform1i(uniform_proctex_diff_lut, 14); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); |         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||||
| 
 | 
 | ||||||
|         GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); |         GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||||
|  | @ -1105,6 +1256,7 @@ void RasterizerOpenGL::SetShader() { | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             SyncFogColor(); |             SyncFogColor(); | ||||||
|  |             SyncProcTexNoise(); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  | @ -1204,6 +1356,86 @@ void RasterizerOpenGL::SyncFogLUT() { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | void RasterizerOpenGL::SyncProcTexNoise() { | ||||||
|  |     const auto& regs = Pica::g_state.regs.texturing; | ||||||
|  |     uniform_block_data.data.proctex_noise_f = { | ||||||
|  |         Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(), | ||||||
|  |         Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(), | ||||||
|  |     }; | ||||||
|  |     uniform_block_data.data.proctex_noise_a = { | ||||||
|  |         regs.proctex_noise_u.amplitude / 4095.0f, regs.proctex_noise_v.amplitude / 4095.0f, | ||||||
|  |     }; | ||||||
|  |     uniform_block_data.data.proctex_noise_p = { | ||||||
|  |         Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(), | ||||||
|  |         Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(), | ||||||
|  |     }; | ||||||
|  | 
 | ||||||
|  |     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, GLenum texture) { | ||||||
|  |     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; | ||||||
|  |         glActiveTexture(texture); | ||||||
|  |         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data()); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void RasterizerOpenGL::SyncProcTexNoiseLUT() { | ||||||
|  |     SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void RasterizerOpenGL::SyncProcTexColorMap() { | ||||||
|  |     SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, | ||||||
|  |                         GL_TEXTURE11); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void RasterizerOpenGL::SyncProcTexAlphaMap() { | ||||||
|  |     SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, | ||||||
|  |                         GL_TEXTURE12); | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | 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; | ||||||
|  |         glActiveTexture(GL_TEXTURE13); | ||||||
|  |         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_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; | ||||||
|  |         glActiveTexture(GL_TEXTURE14); | ||||||
|  |         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data()); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
| void RasterizerOpenGL::SyncAlphaTest() { | void RasterizerOpenGL::SyncAlphaTest() { | ||||||
|     const auto& regs = Pica::g_state.regs; |     const auto& regs = Pica::g_state.regs; | ||||||
|     if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { |     if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { | ||||||
|  |  | ||||||
|  | @ -143,6 +143,9 @@ private: | ||||||
|         GLint scissor_x2; |         GLint scissor_x2; | ||||||
|         GLint scissor_y2; |         GLint scissor_y2; | ||||||
|         alignas(16) GLvec3 fog_color; |         alignas(16) GLvec3 fog_color; | ||||||
|  |         alignas(8) GLvec2 proctex_noise_f; | ||||||
|  |         alignas(8) GLvec2 proctex_noise_a; | ||||||
|  |         alignas(8) GLvec2 proctex_noise_p; | ||||||
|         alignas(16) GLvec3 lighting_global_ambient; |         alignas(16) GLvec3 lighting_global_ambient; | ||||||
|         LightSrc light_src[8]; |         LightSrc light_src[8]; | ||||||
|         alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 |         alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||||
|  | @ -150,7 +153,7 @@ private: | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     static_assert( |     static_assert( | ||||||
|         sizeof(UniformData) == 0x3C0, |         sizeof(UniformData) == 0x3E0, | ||||||
|         "The size of the UniformData structure has changed, update the structure in the shader"); |         "The size of the UniformData structure has changed, update the structure in the shader"); | ||||||
|     static_assert(sizeof(UniformData) < 16384, |     static_assert(sizeof(UniformData) < 16384, | ||||||
|                   "UniformData structure must be less than 16kb as per the OpenGL spec"); |                   "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||||
|  | @ -180,6 +183,16 @@ private: | ||||||
|     void SyncFogColor(); |     void SyncFogColor(); | ||||||
|     void SyncFogLUT(); |     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
 |     /// Syncs the alpha test states to match the PICA register
 | ||||||
|     void SyncAlphaTest(); |     void SyncAlphaTest(); | ||||||
| 
 | 
 | ||||||
|  | @ -248,6 +261,11 @@ private: | ||||||
|         UniformData data; |         UniformData data; | ||||||
|         bool lut_dirty[6]; |         bool lut_dirty[6]; | ||||||
|         bool fog_lut_dirty; |         bool fog_lut_dirty; | ||||||
|  |         bool proctex_noise_lut_dirty; | ||||||
|  |         bool proctex_color_map_dirty; | ||||||
|  |         bool proctex_alpha_map_dirty; | ||||||
|  |         bool proctex_lut_dirty; | ||||||
|  |         bool proctex_diff_lut_dirty; | ||||||
|         bool dirty; |         bool dirty; | ||||||
|     } uniform_block_data = {}; |     } uniform_block_data = {}; | ||||||
| 
 | 
 | ||||||
|  | @ -262,4 +280,19 @@ private: | ||||||
| 
 | 
 | ||||||
|     OGLTexture fog_lut; |     OGLTexture fog_lut; | ||||||
|     std::array<GLuint, 128> fog_lut_data{}; |     std::array<GLuint, 128> fog_lut_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture proctex_noise_lut; | ||||||
|  |     std::array<GLvec2, 128> proctex_noise_lut_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture proctex_color_map; | ||||||
|  |     std::array<GLvec2, 128> proctex_color_map_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture proctex_alpha_map; | ||||||
|  |     std::array<GLvec2, 128> proctex_alpha_map_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture proctex_lut; | ||||||
|  |     std::array<GLvec4, 256> proctex_lut_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture proctex_diff_lut; | ||||||
|  |     std::array<GLvec4, 256> proctex_diff_lut_data{}; | ||||||
| }; | }; | ||||||
|  |  | ||||||
|  | @ -114,6 +114,22 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | ||||||
|     state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0; |     state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0; | ||||||
|     state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0; |     state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0; | ||||||
| 
 | 
 | ||||||
|  |     state.proctex.enable = regs.texturing.main_config.texture3_enable; | ||||||
|  |     if (state.proctex.enable) { | ||||||
|  |         state.proctex.coord = regs.texturing.main_config.texture3_coordinates; | ||||||
|  |         state.proctex.u_clamp = regs.texturing.proctex.u_clamp; | ||||||
|  |         state.proctex.v_clamp = regs.texturing.proctex.v_clamp; | ||||||
|  |         state.proctex.color_combiner = regs.texturing.proctex.color_combiner; | ||||||
|  |         state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner; | ||||||
|  |         state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha; | ||||||
|  |         state.proctex.noise_enable = regs.texturing.proctex.noise_enable; | ||||||
|  |         state.proctex.u_shift = regs.texturing.proctex.u_shift; | ||||||
|  |         state.proctex.v_shift = regs.texturing.proctex.v_shift; | ||||||
|  |         state.proctex.lut_width = regs.texturing.proctex_lut.width; | ||||||
|  |         state.proctex.lut_offset = regs.texturing.proctex_lut_offset; | ||||||
|  |         state.proctex.lut_filter = regs.texturing.proctex_lut.filter; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     return res; |     return res; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -132,8 +148,7 @@ static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) { | ||||||
|     if (texture_unit == 2 && config.state.texture2_use_coord1) { |     if (texture_unit == 2 && config.state.texture2_use_coord1) { | ||||||
|         return "texcoord[1]"; |         return "texcoord[1]"; | ||||||
|     } |     } | ||||||
|     // TODO: if texture unit 3 (procedural texture) implementation also uses this function,
 | 
 | ||||||
|     //       config.state.texture3_coordinates should be repected here.
 |  | ||||||
|     return "texcoord[" + std::to_string(texture_unit) + "]"; |     return "texcoord[" + std::to_string(texture_unit) + "]"; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | @ -175,6 +190,14 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config, | ||||||
|     case Source::Texture2: |     case Source::Texture2: | ||||||
|         out += "texture(tex[2], " + TexCoord(config, 2) + ")"; |         out += "texture(tex[2], " + TexCoord(config, 2) + ")"; | ||||||
|         break; |         break; | ||||||
|  |     case Source::Texture3: | ||||||
|  |         if (config.state.proctex.enable) { | ||||||
|  |             out += "ProcTex()"; | ||||||
|  |         } else { | ||||||
|  |             LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it"); | ||||||
|  |             out += "vec4(0.0)"; | ||||||
|  |         } | ||||||
|  |         break; | ||||||
|     case Source::PreviousBuffer: |     case Source::PreviousBuffer: | ||||||
|         out += "combiner_buffer"; |         out += "combiner_buffer"; | ||||||
|         break; |         break; | ||||||
|  | @ -483,9 +506,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|     if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { |     if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { | ||||||
|         // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 |         // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 | ||||||
|         // texture
 |         // texture
 | ||||||
|         std::string bump_selector = std::to_string(lighting.bump_selector); |         if (lighting.bump_selector == 3) { | ||||||
|         out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " + |             if (config.state.proctex.enable) { | ||||||
|                TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n"; |                 out += "vec3 surface_normal = 2.0 * ProcTex().rgb - 1.0;\n"; | ||||||
|  |             } else { | ||||||
|  |                 LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it"); | ||||||
|  |                 out += "vec3 surface_normal = vec3(-1.0);\n"; | ||||||
|  |             } | ||||||
|  |         } else { | ||||||
|  |             std::string bump_selector = std::to_string(lighting.bump_selector); | ||||||
|  |             out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " + | ||||||
|  |                    TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n"; | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 |         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | ||||||
|         // precision result
 |         // precision result
 | ||||||
|  | @ -693,6 +725,221 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|     out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; |     out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | using ProcTexClamp = TexturingRegs::ProcTexClamp; | ||||||
|  | using ProcTexShift = TexturingRegs::ProcTexShift; | ||||||
|  | using ProcTexCombiner = TexturingRegs::ProcTexCombiner; | ||||||
|  | using ProcTexFilter = TexturingRegs::ProcTexFilter; | ||||||
|  | 
 | ||||||
|  | void AppendProcTexShiftOffset(std::string& out, const std::string& v, ProcTexShift mode, | ||||||
|  |                               ProcTexClamp clamp_mode) { | ||||||
|  |     std::string offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5"; | ||||||
|  |     switch (mode) { | ||||||
|  |     case ProcTexShift::None: | ||||||
|  |         out += "0"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexShift::Odd: | ||||||
|  |         out += offset + " * ((int(" + v + ") / 2) % 2)"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexShift::Even: | ||||||
|  |         out += offset + " * (((int(" + v + ") + 1) / 2) % 2)"; | ||||||
|  |         break; | ||||||
|  |     default: | ||||||
|  |         LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode)); | ||||||
|  |         out += "0"; | ||||||
|  |         break; | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp mode) { | ||||||
|  |     switch (mode) { | ||||||
|  |     case ProcTexClamp::ToZero: | ||||||
|  |         out += var + " = " + var + " > 1.0 ? 0 : " + var + ";\n"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexClamp::ToEdge: | ||||||
|  |         out += var + " = " + "min(" + var + ", 1.0);\n"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexClamp::SymmetricalRepeat: | ||||||
|  |         out += var + " = " + "fract(" + var + ");\n"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexClamp::MirroredRepeat: { | ||||||
|  |         out += | ||||||
|  |             var + " = int(" + var + ") % 2 == 0 ? fract(" + var + ") : 1.0 - fract(" + var + ");\n"; | ||||||
|  |         break; | ||||||
|  |     } | ||||||
|  |     case ProcTexClamp::Pulse: | ||||||
|  |         out += var + " = " + var + " > 0.5 ? 1.0 : 0.0;\n"; | ||||||
|  |         break; | ||||||
|  |     default: | ||||||
|  |         LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode)); | ||||||
|  |         out += var + " = " + "min(" + var + ", 1.0);\n"; | ||||||
|  |         break; | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, | ||||||
|  |                                 const std::string& map_lut) { | ||||||
|  |     std::string combined; | ||||||
|  |     switch (combiner) { | ||||||
|  |     case ProcTexCombiner::U: | ||||||
|  |         combined = "u"; | ||||||
|  |         break; | ||||||
|  |     case ProcTexCombiner::U2: | ||||||
|  |         combined = "(u * u)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::V: | ||||||
|  |         combined = "v"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::V2: | ||||||
|  |         combined = "(v * v)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::Add: | ||||||
|  |         combined = "((u + v) * 0.5)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::Add2: | ||||||
|  |         combined = "((u * u + v * v) * 0.5)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::SqrtAdd2: | ||||||
|  |         combined = "min(sqrt(u * u + v * v), 1.0)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::Min: | ||||||
|  |         combined = "min(u, v)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::Max: | ||||||
|  |         combined = "max(u, v)"; | ||||||
|  |         break; | ||||||
|  |     case TexturingRegs::ProcTexCombiner::RMax: | ||||||
|  |         combined = "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)"; | ||||||
|  |         break; | ||||||
|  |     default: | ||||||
|  |         LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner)); | ||||||
|  |         combined = "0.0"; | ||||||
|  |         break; | ||||||
|  |     } | ||||||
|  |     out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")"; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) { | ||||||
|  |     // LUT sampling uitlity
 | ||||||
|  |     // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
 | ||||||
|  |     // 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(sampler1D lut, 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), 0).rg; | ||||||
|  |     return clamp(entry.r + entry.g * index_f, 0.0, 1.0); | ||||||
|  | } | ||||||
|  |     )"; | ||||||
|  | 
 | ||||||
|  |     // Noise utility
 | ||||||
|  |     if (config.state.proctex.noise_enable) { | ||||||
|  |         // See swrasterizer/proctex.cpp for more information about these functions
 | ||||||
|  |         out += R"( | ||||||
|  | int ProcTexNoiseRand1D(int v) { | ||||||
|  |     const int table[] = int[](0,4,10,8,4,9,7,12,5,15,13,14,11,15,2,11); | ||||||
|  |     return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF]; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float ProcTexNoiseRand2D(vec2 point) { | ||||||
|  |     const int table[] = int[](10,2,15,8,0,7,4,5,5,13,2,6,13,9,3,14); | ||||||
|  |     int u2 = ProcTexNoiseRand1D(int(point.x)); | ||||||
|  |     int v2 = ProcTexNoiseRand1D(int(point.y)); | ||||||
|  |     v2 += ((u2 & 3) == 1) ? 4 : 0; | ||||||
|  |     v2 ^= (u2 & 1) * 6; | ||||||
|  |     v2 += 10 + u2; | ||||||
|  |     v2 &= 0xF; | ||||||
|  |     v2 ^= table[u2]; | ||||||
|  |     return -1.0 + float(v2) * 2.0/ 15.0; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | float ProcTexNoiseCoef(vec2 x) { | ||||||
|  |     vec2 grid  = 9.0 * proctex_noise_f * abs(x + proctex_noise_p); | ||||||
|  |     vec2 point = floor(grid); | ||||||
|  |     vec2 frac  = grid - point; | ||||||
|  | 
 | ||||||
|  |     float g0 = ProcTexNoiseRand2D(point) * (frac.x + frac.y); | ||||||
|  |     float g1 = ProcTexNoiseRand2D(point + vec2(1.0, 0.0)) * (frac.x + frac.y - 1.0); | ||||||
|  |     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 x0 = mix(g0, g1, x_noise); | ||||||
|  |     float x1 = mix(g2, g3, x_noise); | ||||||
|  |     return mix(x0, x1, y_noise); | ||||||
|  | } | ||||||
|  |         )"; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     out += "vec4 ProcTex() {\n"; | ||||||
|  |     out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n"; | ||||||
|  | 
 | ||||||
|  |     // Get shift offset before noise generation
 | ||||||
|  |     out += "float u_shift = "; | ||||||
|  |     AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift, | ||||||
|  |                              config.state.proctex.u_clamp); | ||||||
|  |     out += ";\n"; | ||||||
|  |     out += "float v_shift = "; | ||||||
|  |     AppendProcTexShiftOffset(out, "uv.x", config.state.proctex.v_shift, | ||||||
|  |                              config.state.proctex.v_clamp); | ||||||
|  |     out += ";\n"; | ||||||
|  | 
 | ||||||
|  |     // Generate noise
 | ||||||
|  |     if (config.state.proctex.noise_enable) { | ||||||
|  |         out += "uv += proctex_noise_a * ProcTexNoiseCoef(uv);\n"; | ||||||
|  |         out += "uv = abs(uv);\n"; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // Shift
 | ||||||
|  |     out += "float u = uv.x + u_shift;\n"; | ||||||
|  |     out += "float v = uv.y + v_shift;\n"; | ||||||
|  | 
 | ||||||
|  |     // Clamp
 | ||||||
|  |     AppendProcTexClamp(out, "u", config.state.proctex.u_clamp); | ||||||
|  |     AppendProcTexClamp(out, "v", config.state.proctex.v_clamp); | ||||||
|  | 
 | ||||||
|  |     // Combine and map
 | ||||||
|  |     out += "float lut_coord = "; | ||||||
|  |     AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map"); | ||||||
|  |     out += ";\n"; | ||||||
|  | 
 | ||||||
|  |     // Look up color
 | ||||||
|  |     // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
 | ||||||
|  |     out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n"; | ||||||
|  |     // TODO(wwylele): implement mipmap
 | ||||||
|  |     switch (config.state.proctex.lut_filter) { | ||||||
|  |     case ProcTexFilter::Linear: | ||||||
|  |     case ProcTexFilter::LinearMipmapLinear: | ||||||
|  |     case ProcTexFilter::LinearMipmapNearest: | ||||||
|  |         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, 0) + lut_index_f * " | ||||||
|  |                "texelFetch(proctex_diff_lut, lut_index_i, 0);\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)), 0);\n"; | ||||||
|  |         break; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     if (config.state.proctex.separate_alpha) { | ||||||
|  |         // 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"); | ||||||
|  |         out += ";\n"; | ||||||
|  |         out += "return vec4(final_color.xyz, final_alpha);\n}\n"; | ||||||
|  |     } else { | ||||||
|  |         out += "return final_color;\n}\n"; | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config) { | std::string GenerateFragmentShader(const PicaShaderConfig& config) { | ||||||
|     const auto& state = config.state; |     const auto& state = config.state; | ||||||
| 
 | 
 | ||||||
|  | @ -735,6 +982,9 @@ layout (std140) uniform shader_data { | ||||||
|     int scissor_x2; |     int scissor_x2; | ||||||
|     int scissor_y2; |     int scissor_y2; | ||||||
|     vec3 fog_color; |     vec3 fog_color; | ||||||
|  |     vec2 proctex_noise_f; | ||||||
|  |     vec2 proctex_noise_a; | ||||||
|  |     vec2 proctex_noise_p; | ||||||
|     vec3 lighting_global_ambient; |     vec3 lighting_global_ambient; | ||||||
|     LightSrc light_src[NUM_LIGHTS]; |     LightSrc light_src[NUM_LIGHTS]; | ||||||
|     vec4 const_color[NUM_TEV_STAGES]; |     vec4 const_color[NUM_TEV_STAGES]; | ||||||
|  | @ -744,12 +994,21 @@ layout (std140) uniform shader_data { | ||||||
| uniform sampler2D tex[3]; | uniform sampler2D tex[3]; | ||||||
| uniform sampler1D lut[6]; | uniform sampler1D lut[6]; | ||||||
| uniform usampler1D fog_lut; | uniform usampler1D fog_lut; | ||||||
|  | uniform sampler1D proctex_noise_lut; | ||||||
|  | uniform sampler1D proctex_color_map; | ||||||
|  | uniform sampler1D proctex_alpha_map; | ||||||
|  | uniform sampler1D proctex_lut; | ||||||
|  | uniform sampler1D proctex_diff_lut; | ||||||
| 
 | 
 | ||||||
| // Rotate the vector v by the quaternion q
 | // Rotate the vector v by the quaternion q
 | ||||||
| vec3 quaternion_rotate(vec4 q, vec3 v) { | vec3 quaternion_rotate(vec4 q, vec3 v) { | ||||||
|     return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); |     return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); | ||||||
| } | })"; | ||||||
| 
 | 
 | ||||||
|  |     if (config.state.proctex.enable) | ||||||
|  |         AppendProcTexSampler(out, config); | ||||||
|  | 
 | ||||||
|  |     out += R"( | ||||||
| void main() { | void main() { | ||||||
| vec4 primary_fragment_color = vec4(0.0); | vec4 primary_fragment_color = vec4(0.0); | ||||||
| vec4 secondary_fragment_color = vec4(0.0); | vec4 secondary_fragment_color = vec4(0.0); | ||||||
|  |  | ||||||
|  | @ -113,6 +113,19 @@ union PicaShaderConfig { | ||||||
|             } lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb; |             } lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb; | ||||||
|         } lighting; |         } lighting; | ||||||
| 
 | 
 | ||||||
|  |         struct { | ||||||
|  |             bool enable; | ||||||
|  |             u32 coord; | ||||||
|  |             Pica::TexturingRegs::ProcTexClamp u_clamp, v_clamp; | ||||||
|  |             Pica::TexturingRegs::ProcTexCombiner color_combiner, alpha_combiner; | ||||||
|  |             bool separate_alpha; | ||||||
|  |             bool noise_enable; | ||||||
|  |             Pica::TexturingRegs::ProcTexShift u_shift, v_shift; | ||||||
|  |             u32 lut_width; | ||||||
|  |             u32 lut_offset; | ||||||
|  |             Pica::TexturingRegs::ProcTexFilter lut_filter; | ||||||
|  |         } proctex; | ||||||
|  | 
 | ||||||
|     } state; |     } state; | ||||||
| }; | }; | ||||||
| #if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER) | #if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER) | ||||||
|  |  | ||||||
|  | @ -58,6 +58,12 @@ OpenGLState::OpenGLState() { | ||||||
| 
 | 
 | ||||||
|     fog_lut.texture_1d = 0; |     fog_lut.texture_1d = 0; | ||||||
| 
 | 
 | ||||||
|  |     proctex_lut.texture_1d = 0; | ||||||
|  |     proctex_diff_lut.texture_1d = 0; | ||||||
|  |     proctex_color_map.texture_1d = 0; | ||||||
|  |     proctex_alpha_map.texture_1d = 0; | ||||||
|  |     proctex_noise_lut.texture_1d = 0; | ||||||
|  | 
 | ||||||
|     draw.read_framebuffer = 0; |     draw.read_framebuffer = 0; | ||||||
|     draw.draw_framebuffer = 0; |     draw.draw_framebuffer = 0; | ||||||
|     draw.vertex_array = 0; |     draw.vertex_array = 0; | ||||||
|  | @ -201,6 +207,36 @@ void OpenGLState::Apply() const { | ||||||
|         glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); |         glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // ProcTex Noise LUT
 | ||||||
|  |     if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE10); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // ProcTex Color Map
 | ||||||
|  |     if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE11); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // ProcTex Alpha Map
 | ||||||
|  |     if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE12); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // ProcTex LUT
 | ||||||
|  |     if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE13); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // ProcTex Diff LUT
 | ||||||
|  |     if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE14); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     // Framebuffer
 |     // Framebuffer
 | ||||||
|     if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { |     if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { | ||||||
|         glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); |         glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); | ||||||
|  |  | ||||||
|  | @ -71,6 +71,26 @@ public: | ||||||
|         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|     } fog_lut; |     } fog_lut; | ||||||
| 
 | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } proctex_noise_lut; | ||||||
|  | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } proctex_color_map; | ||||||
|  | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } proctex_alpha_map; | ||||||
|  | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } proctex_lut; | ||||||
|  | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } proctex_diff_lut; | ||||||
|  | 
 | ||||||
|     struct { |     struct { | ||||||
|         GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 |         GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | ||||||
|         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 |         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | ||||||
|  |  | ||||||
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