gl_shader_gen: Inline now constant texture buffer.

This commit is contained in:
Markus Wick 2018-05-19 15:43:52 +02:00
parent 0838c87dac
commit 46f18d6800

View File

@ -1025,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m
}
void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
const std::string& map_lut, const std::string& offset) {
const std::string& offset) {
std::string combined;
switch (combiner) {
case ProcTexCombiner::U:
@ -1063,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
combined = "0.0";
break;
}
out += "ProcTexLookupLUT(" + map_lut + ", " + offset + ", " + combined + ")";
out += "ProcTexLookupLUT(" + offset + ", " + combined + ")";
}
void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
@ -1072,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
// value entries and difference entries.
out += R"(
float ProcTexLookupLUT(samplerBuffer lut, int offset, float coord) {
float ProcTexLookupLUT(int offset, float coord) {
coord *= 128;
float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0
vec2 entry = texelFetch(lut, int(index_i) + offset).rg;
vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
}
)";
@ -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(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 x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x);
float y_noise = ProcTexLookupLUT(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, "texture_buffer_lut_rg",
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner,
"proctex_color_map_offset");
out += ";\n";
@ -1190,7 +1190,7 @@ float ProcTexNoiseCoef(vec2 x) {
// uses the output of CombineAndMap directly instead.
out += "float final_alpha = ";
AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
"texture_buffer_lut_rg", "proctex_alpha_map_offset");
"proctex_alpha_map_offset");
out += ";\n";
out += "return vec4(final_color.xyz, final_alpha);\n}\n";
} else {