mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 05:40:04 +00:00 
			
		
		
		
	gl_rasterizer: manage texture ids in one place
This commit is contained in:
		
							parent
							
								
									ab60414122
								
							
						
					
					
						commit
						be9e952bdc
					
				
					 3 changed files with 55 additions and 31 deletions
				
			
		|  | @ -102,7 +102,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     glBufferData(GL_TEXTURE_BUFFER, | ||||
|                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr, | ||||
|                  GL_DYNAMIC_DRAW); | ||||
|     glActiveTexture(GL_TEXTURE15); | ||||
|     glActiveTexture(TextureUnits::LightingLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle); | ||||
| 
 | ||||
|     // Setup the LUT for the fog
 | ||||
|  | @ -112,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     } | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glActiveTexture(GL_TEXTURE9); | ||||
|     glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr); | ||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||
|  | @ -121,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     proctex_noise_lut.Create(); | ||||
|     state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; | ||||
|     state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE10); | ||||
|     glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); | ||||
|     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); | ||||
|  | @ -130,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     proctex_color_map.Create(); | ||||
|     state.proctex_color_map.texture_1d = proctex_color_map.handle; | ||||
|     state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE11); | ||||
|     glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); | ||||
|     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); | ||||
|  | @ -139,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     proctex_alpha_map.Create(); | ||||
|     state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; | ||||
|     state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE12); | ||||
|     glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); | ||||
|     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); | ||||
|  | @ -148,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     proctex_lut.Create(); | ||||
|     state.proctex_lut.texture_1d = proctex_lut.handle; | ||||
|     state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE13); | ||||
|     glActiveTexture(TextureUnits::ProcTexLUT.Enum()); | ||||
|     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); | ||||
|  | @ -157,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     proctex_diff_lut.Create(); | ||||
|     state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle; | ||||
|     state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE14); | ||||
|     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|     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); | ||||
|  | @ -1185,55 +1185,55 @@ void RasterizerOpenGL::SetShader() { | |||
|         // Set the texture samplers to correspond to different texture units
 | ||||
|         GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, 0); | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, 1); | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, 2); | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id); | ||||
|         } | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|         GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||
|         if (uniform_lut != -1) { | ||||
|             glUniform1i(uniform_lut, 15); | ||||
|             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||
|         if (uniform_fog_lut != -1) { | ||||
|             glUniform1i(uniform_fog_lut, 9); | ||||
|             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_proctex_noise_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||
|         if (uniform_proctex_noise_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_noise_lut, 10); | ||||
|             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_proctex_color_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||
|         if (uniform_proctex_color_map != -1) { | ||||
|             glUniform1i(uniform_proctex_color_map, 11); | ||||
|             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_proctex_alpha_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||
|         if (uniform_proctex_alpha_map != -1) { | ||||
|             glUniform1i(uniform_proctex_alpha_map, 12); | ||||
|             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||
|         if (uniform_proctex_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_lut, 13); | ||||
|             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLuint uniform_proctex_diff_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||
|         if (uniform_proctex_diff_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_diff_lut, 14); | ||||
|             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
|  | @ -1363,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() { | |||
| 
 | ||||
|     if (new_data != fog_lut_data) { | ||||
|         fog_lut_data = new_data; | ||||
|         glActiveTexture(GL_TEXTURE9); | ||||
|         glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||
|         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, | ||||
|                         fog_lut_data.data()); | ||||
|     } | ||||
|  | @ -1402,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr | |||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexNoiseLUT() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10); | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, | ||||
|                         TextureUnits::ProcTexNoiseLUT.Enum()); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexColorMap() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, | ||||
|                         GL_TEXTURE11); | ||||
|                         TextureUnits::ProcTexColorMap.Enum()); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexAlphaMap() { | ||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, | ||||
|                         GL_TEXTURE12); | ||||
|                         TextureUnits::ProcTexAlphaMap.Enum()); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexLUT() { | ||||
|  | @ -1427,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() { | |||
| 
 | ||||
|     if (new_data != proctex_lut_data) { | ||||
|         proctex_lut_data = new_data; | ||||
|         glActiveTexture(GL_TEXTURE13); | ||||
|         glActiveTexture(TextureUnits::ProcTexLUT.Enum()); | ||||
|         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data()); | ||||
|     } | ||||
| } | ||||
|  | @ -1444,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() { | |||
| 
 | ||||
|     if (new_data != proctex_diff_lut_data) { | ||||
|         proctex_diff_lut_data = new_data; | ||||
|         glActiveTexture(GL_TEXTURE14); | ||||
|         glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data()); | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -183,7 +183,7 @@ void OpenGLState::Apply() const { | |||
|     // Textures
 | ||||
|     for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { | ||||
|         if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { | ||||
|             glActiveTexture(GL_TEXTURE0 + i); | ||||
|             glActiveTexture(TextureUnits::PicaTexture(i).Enum()); | ||||
|             glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); | ||||
|         } | ||||
|         if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { | ||||
|  | @ -193,43 +193,43 @@ void OpenGLState::Apply() const { | |||
| 
 | ||||
|     // Lighting LUTs
 | ||||
|     if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) { | ||||
|         glActiveTexture(GL_TEXTURE15); | ||||
|         glActiveTexture(TextureUnits::LightingLUT.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // Fog LUT
 | ||||
|     if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) { | ||||
|         glActiveTexture(GL_TEXTURE9); | ||||
|         glActiveTexture(TextureUnits::FogLUT.Enum()); | ||||
|         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); | ||||
|         glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); | ||||
|         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); | ||||
|         glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); | ||||
|         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); | ||||
|         glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); | ||||
|         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); | ||||
|         glActiveTexture(TextureUnits::ProcTexLUT.Enum()); | ||||
|         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); | ||||
|         glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|         glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d); | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -6,6 +6,29 @@ | |||
| 
 | ||||
| #include <glad/glad.h> | ||||
| 
 | ||||
| namespace TextureUnits { | ||||
| 
 | ||||
| struct TextureUnit { | ||||
|     GLint id; | ||||
|     constexpr GLenum Enum() const { | ||||
|         return static_cast<GLenum>(GL_TEXTURE0 + id); | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| 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}; | ||||
| 
 | ||||
| } // namespace TextureUnits
 | ||||
| 
 | ||||
| class OpenGLState { | ||||
| public: | ||||
|     struct { | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue