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	gl_rasterizer: manage texture ids in one place
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					 3 changed files with 55 additions and 31 deletions
				
			
		|  | @ -102,7 +102,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | ||||||
|     glBufferData(GL_TEXTURE_BUFFER, |     glBufferData(GL_TEXTURE_BUFFER, | ||||||
|                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr, |                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr, | ||||||
|                  GL_DYNAMIC_DRAW); |                  GL_DYNAMIC_DRAW); | ||||||
|     glActiveTexture(GL_TEXTURE15); |     glActiveTexture(TextureUnits::LightingLUT.Enum()); | ||||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle); |     glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle); | ||||||
| 
 | 
 | ||||||
|     // Setup the LUT for the fog
 |     // Setup the LUT for the fog
 | ||||||
|  | @ -112,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | ||||||
|     } |     } | ||||||
|     state.Apply(); |     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); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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(); |     proctex_noise_lut.Create(); | ||||||
|     state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; |     state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     glActiveTexture(GL_TEXTURE10); |     glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); | ||||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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(); |     proctex_color_map.Create(); | ||||||
|     state.proctex_color_map.texture_1d = proctex_color_map.handle; |     state.proctex_color_map.texture_1d = proctex_color_map.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     glActiveTexture(GL_TEXTURE11); |     glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); | ||||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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(); |     proctex_alpha_map.Create(); | ||||||
|     state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; |     state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     glActiveTexture(GL_TEXTURE12); |     glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); | ||||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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(); |     proctex_lut.Create(); | ||||||
|     state.proctex_lut.texture_1d = proctex_lut.handle; |     state.proctex_lut.texture_1d = proctex_lut.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     glActiveTexture(GL_TEXTURE13); |     glActiveTexture(TextureUnits::ProcTexLUT.Enum()); | ||||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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(); |     proctex_diff_lut.Create(); | ||||||
|     state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle; |     state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle; | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
|     glActiveTexture(GL_TEXTURE14); |     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||||
|     glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); |     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_MIN_FILTER, GL_NEAREST); | ||||||
|     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_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
 |         // Set the texture samplers to correspond to different texture units
 | ||||||
|         GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); |         GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||||
|         if (uniform_tex != -1) { |         if (uniform_tex != -1) { | ||||||
|             glUniform1i(uniform_tex, 0); |             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); | ||||||
|         } |         } | ||||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); |         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); | ||||||
|         if (uniform_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]"); |         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); | ||||||
|         if (uniform_tex != -1) { |         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
 |         // Set the texture samplers to correspond to different lookup table texture units
 | ||||||
|         GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); |         GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||||
|         if (uniform_lut != -1) { |         if (uniform_lut != -1) { | ||||||
|             glUniform1i(uniform_lut, 15); |             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); |         GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||||
|         if (uniform_fog_lut != -1) { |         if (uniform_fog_lut != -1) { | ||||||
|             glUniform1i(uniform_fog_lut, 9); |             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         GLuint uniform_proctex_noise_lut = |         GLuint uniform_proctex_noise_lut = | ||||||
|             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); |             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||||
|         if (uniform_proctex_noise_lut != -1) { |         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 = |         GLuint uniform_proctex_color_map = | ||||||
|             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); |             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||||
|         if (uniform_proctex_color_map != -1) { |         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 = |         GLuint uniform_proctex_alpha_map = | ||||||
|             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); |             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||||
|         if (uniform_proctex_alpha_map != -1) { |         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"); |         GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||||
|         if (uniform_proctex_lut != -1) { |         if (uniform_proctex_lut != -1) { | ||||||
|             glUniform1i(uniform_proctex_lut, 13); |             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         GLuint uniform_proctex_diff_lut = |         GLuint uniform_proctex_diff_lut = | ||||||
|             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); |             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||||
|         if (uniform_proctex_diff_lut != -1) { |         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(); |         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) { |     if (new_data != fog_lut_data) { | ||||||
|         fog_lut_data = new_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, |         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, | ||||||
|                         fog_lut_data.data()); |                         fog_lut_data.data()); | ||||||
|     } |     } | ||||||
|  | @ -1402,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::SyncProcTexNoiseLUT() { | 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() { | void RasterizerOpenGL::SyncProcTexColorMap() { | ||||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, |     SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, | ||||||
|                         GL_TEXTURE11); |                         TextureUnits::ProcTexColorMap.Enum()); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::SyncProcTexAlphaMap() { | void RasterizerOpenGL::SyncProcTexAlphaMap() { | ||||||
|     SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, |     SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, | ||||||
|                         GL_TEXTURE12); |                         TextureUnits::ProcTexAlphaMap.Enum()); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::SyncProcTexLUT() { | void RasterizerOpenGL::SyncProcTexLUT() { | ||||||
|  | @ -1427,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() { | ||||||
| 
 | 
 | ||||||
|     if (new_data != proctex_lut_data) { |     if (new_data != proctex_lut_data) { | ||||||
|         proctex_lut_data = new_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()); |         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) { |     if (new_data != proctex_diff_lut_data) { | ||||||
|         proctex_diff_lut_data = new_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()); |         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
 |     // Textures
 | ||||||
|     for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { |     for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { | ||||||
|         if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { |         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); |             glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); | ||||||
|         } |         } | ||||||
|         if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { |         if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { | ||||||
|  | @ -193,43 +193,43 @@ void OpenGLState::Apply() const { | ||||||
| 
 | 
 | ||||||
|     // Lighting LUTs
 |     // Lighting LUTs
 | ||||||
|     if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) { |     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); |         glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // Fog LUT
 |     // Fog LUT
 | ||||||
|     if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // ProcTex Noise LUT
 |     // ProcTex Noise LUT
 | ||||||
|     if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // ProcTex Color Map
 |     // ProcTex Color Map
 | ||||||
|     if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // ProcTex Alpha Map
 |     // ProcTex Alpha Map
 | ||||||
|     if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // ProcTex LUT
 |     // ProcTex LUT
 | ||||||
|     if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // ProcTex Diff LUT
 |     // ProcTex Diff LUT
 | ||||||
|     if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) { |     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); |         glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -6,6 +6,29 @@ | ||||||
| 
 | 
 | ||||||
| #include <glad/glad.h> | #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 { | class OpenGLState { | ||||||
| public: | public: | ||||||
|     struct { |     struct { | ||||||
|  |  | ||||||
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