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	gl_rasterizer: Use the shared texture buffer for the proctex lut.
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					 6 changed files with 17 additions and 72 deletions
				
			
		|  | @ -135,26 +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()); | ||||||
| 
 | 
 | ||||||
|     // 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); |  | ||||||
| 
 |  | ||||||
|     // Bind index buffer for hardware shader path
 |     // Bind index buffer for hardware shader path
 | ||||||
|     state.draw.vertex_array = hw_vao.handle; |     state.draw.vertex_array = hw_vao.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|  | @ -1996,7 +1976,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Sync the proctex lut
 |     // Sync the proctex lut
 | ||||||
|     if (uniform_block_data.proctex_lut_dirty) { |     if (uniform_block_data.proctex_lut_dirty || invalidate) { | ||||||
|         std::array<GLvec4, 256> new_data; |         std::array<GLvec4, 256> new_data; | ||||||
| 
 | 
 | ||||||
|         std::transform(Pica::g_state.proctex.color_table.begin(), |         std::transform(Pica::g_state.proctex.color_table.begin(), | ||||||
|  | @ -2006,17 +1986,18 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; |                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||||
|                        }); |                        }); | ||||||
| 
 | 
 | ||||||
|         if (new_data != proctex_lut_data) { |         if (new_data != proctex_lut_data || invalidate) { | ||||||
|             proctex_lut_data = new_data; |             proctex_lut_data = new_data; | ||||||
|             glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle); |             std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4)); | ||||||
|             glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), |             uniform_block_data.data.proctex_lut_offset = (offset + bytes_used) / sizeof(GLvec4); | ||||||
|                             new_data.data()); |             uniform_block_data.dirty = true; | ||||||
|  |             bytes_used += new_data.size() * sizeof(GLvec4); | ||||||
|         } |         } | ||||||
|         uniform_block_data.proctex_lut_dirty = false; |         uniform_block_data.proctex_lut_dirty = false; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Sync the proctex difference lut
 |     // Sync the proctex difference lut
 | ||||||
|     if (uniform_block_data.proctex_diff_lut_dirty) { |     if (uniform_block_data.proctex_diff_lut_dirty || invalidate) { | ||||||
|         std::array<GLvec4, 256> new_data; |         std::array<GLvec4, 256> new_data; | ||||||
| 
 | 
 | ||||||
|         std::transform(Pica::g_state.proctex.color_diff_table.begin(), |         std::transform(Pica::g_state.proctex.color_diff_table.begin(), | ||||||
|  | @ -2026,11 +2007,13 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | ||||||
|                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; |                            return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; | ||||||
|                        }); |                        }); | ||||||
| 
 | 
 | ||||||
|         if (new_data != proctex_diff_lut_data) { |         if (new_data != proctex_diff_lut_data || invalidate) { | ||||||
|             proctex_diff_lut_data = new_data; |             proctex_diff_lut_data = new_data; | ||||||
|             glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); |             std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4)); | ||||||
|             glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), |             uniform_block_data.data.proctex_diff_lut_offset = | ||||||
|                             new_data.data()); |                 (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; |         uniform_block_data.proctex_diff_lut_dirty = false; | ||||||
|     } |     } | ||||||
|  |  | ||||||
|  | @ -294,13 +294,7 @@ private: | ||||||
|     std::array<GLvec2, 128> proctex_noise_lut_data{}; |     std::array<GLvec2, 128> proctex_noise_lut_data{}; | ||||||
|     std::array<GLvec2, 128> proctex_color_map_data{}; |     std::array<GLvec2, 128> proctex_color_map_data{}; | ||||||
|     std::array<GLvec2, 128> proctex_alpha_map_data{}; |     std::array<GLvec2, 128> proctex_alpha_map_data{}; | ||||||
| 
 |  | ||||||
|     OGLBuffer proctex_lut_buffer; |  | ||||||
|     OGLTexture proctex_lut; |  | ||||||
|     std::array<GLvec4, 256> proctex_lut_data{}; |     std::array<GLvec4, 256> proctex_lut_data{}; | ||||||
| 
 |  | ||||||
|     OGLBuffer proctex_diff_lut_buffer; |  | ||||||
|     OGLTexture proctex_diff_lut; |  | ||||||
|     std::array<GLvec4, 256> proctex_diff_lut_data{}; |     std::array<GLvec4, 256> proctex_diff_lut_data{}; | ||||||
| 
 | 
 | ||||||
|     bool allow_shadow; |     bool allow_shadow; | ||||||
|  |  | ||||||
|  | @ -1171,15 +1171,16 @@ float ProcTexNoiseCoef(vec2 x) { | ||||||
|         out += "int lut_index_i = int(lut_coord) + " + |         out += "int lut_index_i = int(lut_coord) + " + | ||||||
|                std::to_string(config.state.proctex.lut_offset) + ";\n"; |                std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||||
|         out += "float lut_index_f = fract(lut_coord);\n"; |         out += "float lut_index_f = fract(lut_coord);\n"; | ||||||
|         out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i + proctex_lut_offset) + " |         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + " | ||||||
|  |                "proctex_lut_offset) + " | ||||||
|                "lut_index_f * " |                "lut_index_f * " | ||||||
|                "texelFetch(proctex_diff_lut, lut_index_i + proctex_diff_lut_offset);\n"; |                "texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n"; | ||||||
|         break; |         break; | ||||||
|     case ProcTexFilter::Nearest: |     case ProcTexFilter::Nearest: | ||||||
|     case ProcTexFilter::NearestMipmapLinear: |     case ProcTexFilter::NearestMipmapLinear: | ||||||
|     case ProcTexFilter::NearestMipmapNearest: |     case ProcTexFilter::NearestMipmapNearest: | ||||||
|         out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; |         out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||||
|         out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)) + " |         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + " | ||||||
|                "proctex_lut_offset);\n"; |                "proctex_lut_offset);\n"; | ||||||
|         break; |         break; | ||||||
|     } |     } | ||||||
|  | @ -1224,8 +1225,6 @@ 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 proctex_lut; |  | ||||||
| uniform samplerBuffer proctex_diff_lut; |  | ||||||
| 
 | 
 | ||||||
| #if ALLOW_SHADOW | #if ALLOW_SHADOW | ||||||
| layout(r32ui) uniform readonly uimage2D shadow_texture_px; | layout(r32ui) uniform readonly uimage2D shadow_texture_px; | ||||||
|  |  | ||||||
|  | @ -57,8 +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, "proctex_lut", TextureUnits::ProcTexLUT); |  | ||||||
|     SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT); |  | ||||||
| 
 | 
 | ||||||
|     SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer); |     SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer); | ||||||
|     SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX); |     SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX); | ||||||
|  |  | ||||||
|  | @ -58,9 +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; | ||||||
| 
 | 
 | ||||||
|     proctex_lut.texture_buffer = 0; |  | ||||||
|     proctex_diff_lut.texture_buffer = 0; |  | ||||||
| 
 |  | ||||||
|     image_shadow_buffer = 0; |     image_shadow_buffer = 0; | ||||||
|     image_shadow_texture_px = 0; |     image_shadow_texture_px = 0; | ||||||
|     image_shadow_texture_nx = 0; |     image_shadow_texture_nx = 0; | ||||||
|  | @ -230,18 +227,6 @@ void OpenGLState::Apply() const { | ||||||
|         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer); |         glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // 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); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     // Shadow Images
 |     // Shadow Images
 | ||||||
|     if (image_shadow_buffer != cur_state.image_shadow_buffer) { |     if (image_shadow_buffer != cur_state.image_shadow_buffer) { | ||||||
|         glBindImageTexture(ImageUnits::ShadowBuffer, image_shadow_buffer, 0, GL_FALSE, 0, |         glBindImageTexture(ImageUnits::ShadowBuffer, image_shadow_buffer, 0, GL_FALSE, 0, | ||||||
|  | @ -357,10 +342,6 @@ 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 (proctex_lut.texture_buffer == handle) |  | ||||||
|         proctex_lut.texture_buffer = 0; |  | ||||||
|     if (proctex_diff_lut.texture_buffer == handle) |  | ||||||
|         proctex_diff_lut.texture_buffer = 0; |  | ||||||
|     if (image_shadow_buffer == handle) |     if (image_shadow_buffer == handle) | ||||||
|         image_shadow_buffer = 0; |         image_shadow_buffer = 0; | ||||||
|     if (image_shadow_texture_px == handle) |     if (image_shadow_texture_px == handle) | ||||||
|  |  | ||||||
|  | @ -20,8 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) { | ||||||
|     return TextureUnit{unit}; |     return TextureUnit{unit}; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| constexpr TextureUnit ProcTexLUT{8}; |  | ||||||
| constexpr TextureUnit ProcTexDiffLUT{9}; |  | ||||||
| constexpr TextureUnit TextureCube{10}; | constexpr TextureUnit TextureCube{10}; | ||||||
| constexpr TextureUnit TextureBufferLUT_RG{11}; | constexpr TextureUnit TextureBufferLUT_RG{11}; | ||||||
| constexpr TextureUnit TextureBufferLUT_RGBA{12}; | constexpr TextureUnit TextureBufferLUT_RGBA{12}; | ||||||
|  | @ -108,14 +106,6 @@ 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
 |  | ||||||
|     } proctex_lut; |  | ||||||
| 
 |  | ||||||
|     struct { |  | ||||||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 |  | ||||||
|     } proctex_diff_lut; |  | ||||||
| 
 |  | ||||||
|     // GL_IMAGE_BINDING_NAME
 |     // GL_IMAGE_BINDING_NAME
 | ||||||
|     GLuint image_shadow_buffer; |     GLuint image_shadow_buffer; | ||||||
|     GLuint image_shadow_texture_px; |     GLuint image_shadow_texture_px; | ||||||
|  |  | ||||||
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