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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-13 13:35:14 +01:00
gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.
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@ -135,36 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
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// Setup the noise LUT for proctex
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proctex_noise_lut.Create();
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state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
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state.Apply();
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proctex_noise_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
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// Setup the color map for proctex
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proctex_color_map.Create();
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state.proctex_color_map.texture_buffer = proctex_color_map.handle;
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state.Apply();
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proctex_color_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
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// Setup the alpha map for proctex
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proctex_alpha_map.Create();
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state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
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state.Apply();
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proctex_alpha_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
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// Setup the LUT for proctex
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// Setup the LUT for proctex
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proctex_lut.Create();
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proctex_lut.Create();
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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@ -1987,39 +1957,41 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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}
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}
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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auto SyncProcTexValueLUT = [](const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
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std::array<GLvec2, 128>& lut_data, GLuint buffer) {
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const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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std::array<GLvec2, 128>& lut_data, GLint& lut_offset) {
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std::array<GLvec2, 128> new_data;
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std::array<GLvec2, 128> new_data;
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std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
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std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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});
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if (new_data != lut_data) {
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if (new_data != lut_data || invalidate) {
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lut_data = new_data;
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lut_data = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2));
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2),
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lut_offset = (offset + bytes_used) / sizeof(GLvec2);
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new_data.data());
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uniform_block_data.dirty = true;
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bytes_used += new_data.size() * sizeof(GLvec2);
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}
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}
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};
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};
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// Sync the proctex noise lut
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// Sync the proctex noise lut
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if (uniform_block_data.proctex_noise_lut_dirty) {
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if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
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SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
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proctex_noise_lut_buffer.handle);
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uniform_block_data.data.proctex_noise_lut_offset);
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uniform_block_data.proctex_noise_lut_dirty = false;
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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}
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// Sync the proctex color map
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// Sync the proctex color map
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if (uniform_block_data.proctex_color_map_dirty) {
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if (uniform_block_data.proctex_color_map_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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proctex_color_map_buffer.handle);
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uniform_block_data.data.proctex_color_map_offset);
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uniform_block_data.proctex_color_map_dirty = false;
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uniform_block_data.proctex_color_map_dirty = false;
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}
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}
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// Sync the proctex alpha map
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// Sync the proctex alpha map
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if (uniform_block_data.proctex_alpha_map_dirty) {
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if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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proctex_alpha_map_buffer.handle);
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uniform_block_data.data.proctex_alpha_map_offset);
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uniform_block_data.proctex_alpha_map_dirty = false;
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uniform_block_data.proctex_alpha_map_dirty = false;
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}
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}
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@ -291,17 +291,8 @@ private:
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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std::array<GLvec2, 128> fog_lut_data{};
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std::array<GLvec2, 128> fog_lut_data{};
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OGLBuffer proctex_noise_lut_buffer;
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OGLTexture proctex_noise_lut;
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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OGLBuffer proctex_color_map_buffer;
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OGLTexture proctex_color_map;
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std::array<GLvec2, 128> proctex_color_map_data{};
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std::array<GLvec2, 128> proctex_color_map_data{};
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OGLBuffer proctex_alpha_map_buffer;
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OGLTexture proctex_alpha_map;
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std::array<GLvec2, 128> proctex_alpha_map_data{};
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std::array<GLvec2, 128> proctex_alpha_map_data{};
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OGLBuffer proctex_lut_buffer;
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OGLBuffer proctex_lut_buffer;
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@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
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float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
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float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
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float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
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float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
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float x_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.x);
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float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x);
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float y_noise = ProcTexLookupLUT(proctex_noise_lut, proctex_noise_lut_offset, frac.y);
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float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y);
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float x0 = mix(g0, g1, x_noise);
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float x0 = mix(g0, g1, x_noise);
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float x1 = mix(g2, g3, x_noise);
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float x1 = mix(g2, g3, x_noise);
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return mix(x0, x1, y_noise);
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return mix(x0, x1, y_noise);
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@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) {
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// Combine and map
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// Combine and map
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out += "float lut_coord = ";
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out += "float lut_coord = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map",
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AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg",
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"proctex_color_map_offset");
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"proctex_color_map_offset");
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out += ";\n";
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out += ";\n";
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@ -1188,8 +1188,8 @@ float ProcTexNoiseCoef(vec2 x) {
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// Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
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// Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
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// uses the output of CombineAndMap directly instead.
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// uses the output of CombineAndMap directly instead.
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out += "float final_alpha = ";
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out += "float final_alpha = ";
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AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map",
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AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
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"proctex_alpha_map_offset");
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"texture_buffer_lut_rg", "proctex_alpha_map_offset");
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out += ";\n";
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out += ";\n";
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out += "return vec4(final_color.xyz, final_alpha);\n}\n";
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out += "return vec4(final_color.xyz, final_alpha);\n}\n";
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} else {
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} else {
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@ -1224,9 +1224,6 @@ uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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uniform samplerBuffer texture_buffer_lut_rgba;
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uniform samplerBuffer proctex_noise_lut;
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uniform samplerBuffer proctex_color_map;
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uniform samplerBuffer proctex_alpha_map;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_diff_lut;
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uniform samplerBuffer proctex_diff_lut;
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@ -57,9 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
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// Set the texture samplers to correspond to different lookup table texture units
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// Set the texture samplers to correspond to different lookup table texture units
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
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SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
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SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap);
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SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
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SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
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SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
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SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
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@ -60,9 +60,6 @@ OpenGLState::OpenGLState() {
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proctex_lut.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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proctex_diff_lut.texture_buffer = 0;
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proctex_diff_lut.texture_buffer = 0;
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proctex_color_map.texture_buffer = 0;
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proctex_alpha_map.texture_buffer = 0;
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proctex_noise_lut.texture_buffer = 0;
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image_shadow_buffer = 0;
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image_shadow_buffer = 0;
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image_shadow_texture_px = 0;
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image_shadow_texture_px = 0;
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@ -233,24 +230,6 @@ void OpenGLState::Apply() const {
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
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}
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}
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// ProcTex Noise LUT
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if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
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}
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// ProcTex Color Map
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if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
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}
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// ProcTex Alpha Map
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if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
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}
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// ProcTex LUT
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// ProcTex LUT
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if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
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if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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@ -378,12 +357,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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texture_buffer_lut_rgba.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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if (proctex_noise_lut.texture_buffer == handle)
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proctex_noise_lut.texture_buffer = 0;
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if (proctex_color_map.texture_buffer == handle)
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proctex_color_map.texture_buffer = 0;
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if (proctex_alpha_map.texture_buffer == handle)
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proctex_alpha_map.texture_buffer = 0;
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if (proctex_lut.texture_buffer == handle)
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if (proctex_lut.texture_buffer == handle)
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proctex_lut.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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if (proctex_diff_lut.texture_buffer == handle)
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if (proctex_diff_lut.texture_buffer == handle)
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@ -20,9 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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return TextureUnit{unit};
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}
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}
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constexpr TextureUnit ProcTexNoiseLUT{5};
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constexpr TextureUnit ProcTexColorMap{6};
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constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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constexpr TextureUnit ProcTexDiffLUT{9};
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constexpr TextureUnit TextureCube{10};
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constexpr TextureUnit TextureCube{10};
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@ -111,18 +108,6 @@ public:
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rgba;
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} texture_buffer_lut_rgba;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_noise_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_color_map;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_alpha_map;
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struct {
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_lut;
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} proctex_lut;
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