gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.

This commit is contained in:
Markus Wick 2018-05-19 15:28:55 +02:00
parent 63fb7dcc1b
commit 1ca6d2ea8d
6 changed files with 19 additions and 104 deletions

View File

@ -135,36 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
// Setup the noise LUT for proctex
proctex_noise_lut.Create();
state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
state.Apply();
proctex_noise_lut_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
// Setup the color map for proctex
proctex_color_map.Create();
state.proctex_color_map.texture_buffer = proctex_color_map.handle;
state.Apply();
proctex_color_map_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
// Setup the alpha map for proctex
proctex_alpha_map.Create();
state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
state.Apply();
proctex_alpha_map_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
// Setup the LUT for proctex
proctex_lut.Create();
state.proctex_lut.texture_buffer = proctex_lut.handle;
@ -1987,39 +1957,41 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
}
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
auto SyncProcTexValueLUT = [](const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<GLvec2, 128>& lut_data, GLuint buffer) {
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<GLvec2, 128>& lut_data, GLint& lut_offset) {
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) {
if (new_data != lut_data || invalidate) {
lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2));
lut_offset = (offset + bytes_used) / sizeof(GLvec2);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec2);
}
};
// Sync the proctex noise lut
if (uniform_block_data.proctex_noise_lut_dirty) {
if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
proctex_noise_lut_buffer.handle);
uniform_block_data.data.proctex_noise_lut_offset);
uniform_block_data.proctex_noise_lut_dirty = false;
}
// Sync the proctex color map
if (uniform_block_data.proctex_color_map_dirty) {
if (uniform_block_data.proctex_color_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
proctex_color_map_buffer.handle);
uniform_block_data.data.proctex_color_map_offset);
uniform_block_data.proctex_color_map_dirty = false;
}
// Sync the proctex alpha map
if (uniform_block_data.proctex_alpha_map_dirty) {
if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
proctex_alpha_map_buffer.handle);
uniform_block_data.data.proctex_alpha_map_offset);
uniform_block_data.proctex_alpha_map_dirty = false;
}

View File

@ -291,17 +291,8 @@ private:
std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
std::array<GLvec2, 128> fog_lut_data{};
OGLBuffer proctex_noise_lut_buffer;
OGLTexture proctex_noise_lut;
std::array<GLvec2, 128> proctex_noise_lut_data{};
OGLBuffer proctex_color_map_buffer;
OGLTexture proctex_color_map;
std::array<GLvec2, 128> proctex_color_map_data{};
OGLBuffer proctex_alpha_map_buffer;
OGLTexture proctex_alpha_map;
std::array<GLvec2, 128> proctex_alpha_map_data{};
OGLBuffer proctex_lut_buffer;

View File

@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
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, proctex_noise_lut_offset, frac.x);
float y_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.y);
float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x);
float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y);
float x0 = mix(g0, g1, x_noise);
float x1 = mix(g2, g3, x_noise);
return mix(x0, x1, y_noise);
@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) {
// Combine and map
out += "float lut_coord = ";
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map",
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg",
"proctex_color_map_offset");
out += ";\n";
@ -1188,8 +1188,8 @@ float ProcTexNoiseCoef(vec2 x) {
// 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",
"proctex_alpha_map_offset");
AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
"texture_buffer_lut_rg", "proctex_alpha_map_offset");
out += ";\n";
out += "return vec4(final_color.xyz, final_alpha);\n}\n";
} else {
@ -1224,9 +1224,6 @@ uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
uniform samplerBuffer proctex_noise_lut;
uniform samplerBuffer proctex_color_map;
uniform samplerBuffer proctex_alpha_map;
uniform samplerBuffer proctex_lut;
uniform samplerBuffer proctex_diff_lut;

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@ -57,9 +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_noise_lut", TextureUnits::ProcTexNoiseLUT);
SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap);
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);

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@ -60,9 +60,6 @@ OpenGLState::OpenGLState() {
proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_buffer = 0;
proctex_color_map.texture_buffer = 0;
proctex_alpha_map.texture_buffer = 0;
proctex_noise_lut.texture_buffer = 0;
image_shadow_buffer = 0;
image_shadow_texture_px = 0;
@ -233,24 +230,6 @@ void OpenGLState::Apply() const {
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
}
// ProcTex Noise LUT
if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
}
// ProcTex Color Map
if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
}
// ProcTex Alpha Map
if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
}
// ProcTex LUT
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
@ -378,12 +357,6 @@ 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_noise_lut.texture_buffer == handle)
proctex_noise_lut.texture_buffer = 0;
if (proctex_color_map.texture_buffer == handle)
proctex_color_map.texture_buffer = 0;
if (proctex_alpha_map.texture_buffer == handle)
proctex_alpha_map.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)

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@ -20,9 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit ProcTexNoiseLUT{5};
constexpr TextureUnit ProcTexColorMap{6};
constexpr TextureUnit ProcTexAlphaMap{7};
constexpr TextureUnit ProcTexLUT{8};
constexpr TextureUnit ProcTexDiffLUT{9};
constexpr TextureUnit TextureCube{10};
@ -111,18 +108,6 @@ public:
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_rgba;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_noise_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_color_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_alpha_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut;