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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()); | ||||
|     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
 | ||||
|     state.draw.vertex_array = hw_vao.handle; | ||||
|     state.Apply(); | ||||
|  | @ -1996,7 +1976,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | |||
|     } | ||||
| 
 | ||||
|     // 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::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()}; | ||||
|                        }); | ||||
| 
 | ||||
|         if (new_data != proctex_lut_data) { | ||||
|         if (new_data != proctex_lut_data || invalidate) { | ||||
|             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()); | ||||
|             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) { | ||||
|     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(), | ||||
|  | @ -2026,11 +2007,13 @@ void RasterizerOpenGL::SyncAndUploadLUTs() { | |||
|                            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; | ||||
|             glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); | ||||
|             glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), | ||||
|                             new_data.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; | ||||
|     } | ||||
|  |  | |||
|  | @ -294,13 +294,7 @@ private: | |||
|     std::array<GLvec2, 128> proctex_noise_lut_data{}; | ||||
|     std::array<GLvec2, 128> proctex_color_map_data{}; | ||||
|     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; | ||||
|  |  | |||
|  | @ -1171,15 +1171,16 @@ 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 + proctex_lut_offset) + " | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + " | ||||
|                "proctex_lut_offset) + " | ||||
|                "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; | ||||
|     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)) + " | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + " | ||||
|                "proctex_lut_offset);\n"; | ||||
|         break; | ||||
|     } | ||||
|  | @ -1224,8 +1225,6 @@ uniform sampler2D tex2; | |||
| uniform samplerCube tex_cube; | ||||
| uniform samplerBuffer texture_buffer_lut_rg; | ||||
| uniform samplerBuffer texture_buffer_lut_rgba; | ||||
| uniform samplerBuffer proctex_lut; | ||||
| uniform samplerBuffer proctex_diff_lut; | ||||
| 
 | ||||
| #if ALLOW_SHADOW | ||||
| 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
 | ||||
|     SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG); | ||||
|     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_texture_px", ImageUnits::ShadowTexturePX); | ||||
|  |  | |||
|  | @ -58,9 +58,6 @@ OpenGLState::OpenGLState() { | |||
|     texture_buffer_lut_rg.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_texture_px = 0; | ||||
|     image_shadow_texture_nx = 0; | ||||
|  | @ -230,18 +227,6 @@ void OpenGLState::Apply() const { | |||
|         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
 | ||||
|     if (image_shadow_buffer != cur_state.image_shadow_buffer) { | ||||
|         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; | ||||
|     if (texture_buffer_lut_rgba.texture_buffer == handle) | ||||
|         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) | ||||
|         image_shadow_buffer = 0; | ||||
|     if (image_shadow_texture_px == handle) | ||||
|  |  | |||
|  | @ -20,8 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) { | |||
|     return TextureUnit{unit}; | ||||
| } | ||||
| 
 | ||||
| constexpr TextureUnit ProcTexLUT{8}; | ||||
| constexpr TextureUnit ProcTexDiffLUT{9}; | ||||
| constexpr TextureUnit TextureCube{10}; | ||||
| constexpr TextureUnit TextureBufferLUT_RG{11}; | ||||
| constexpr TextureUnit TextureBufferLUT_RGBA{12}; | ||||
|  | @ -108,14 +106,6 @@ public: | |||
|         GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
 | ||||
|     } 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
 | ||||
|     GLuint image_shadow_buffer; | ||||
|     GLuint image_shadow_texture_px; | ||||
|  |  | |||
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