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renderer_opengl: Create shared texture buffer.
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@ -37,7 +37,8 @@ MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100,
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RasterizerOpenGL::RasterizerOpenGL()
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: shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE) {
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE) {
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allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
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GLAD_GL_ARB_framebuffer_no_attachments;
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@ -125,6 +126,17 @@ RasterizerOpenGL::RasterizerOpenGL()
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// Create render framebuffer
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framebuffer.Create();
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// Allocate and bind texture buffer lut textures
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texture_buffer_lut_rg.Create();
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texture_buffer_lut_rgba.Create();
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state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
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state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
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state.Apply();
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
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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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// Allocate and bind lighting lut textures
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lighting_lut.Create();
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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@ -1931,6 +1943,12 @@ void RasterizerOpenGL::SyncShadowBias() {
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}
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void RasterizerOpenGL::SyncAndUploadLUTs() {
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constexpr size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
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sizeof(GLvec2) * 128 + // fog
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sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
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sizeof(GLvec4) * 256 + // proctex
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sizeof(GLvec4) * 256; // proctex diff
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// Sync the lighting luts
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for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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@ -266,6 +266,7 @@ private:
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static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024;
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static constexpr size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
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static constexpr size_t TEXTURE_BUFFER_SIZE = 1 * 1024 * 1024;
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OGLVertexArray sw_vao; // VAO for software shader draw
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OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
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@ -275,6 +276,7 @@ private:
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OGLStreamBuffer vertex_buffer;
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OGLStreamBuffer uniform_buffer;
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OGLStreamBuffer index_buffer;
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OGLStreamBuffer texture_buffer;
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OGLFramebuffer framebuffer;
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GLint uniform_buffer_alignment;
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size_t uniform_size_aligned_vs;
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@ -283,6 +285,9 @@ private:
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SamplerInfo texture_cube_sampler;
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rgba;
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OGLBuffer lighting_lut_buffer;
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OGLTexture lighting_lut;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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@ -1222,6 +1222,8 @@ uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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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_rgba;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform samplerBuffer proctex_noise_lut;
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@ -55,6 +55,8 @@ static void SetShaderSamplerBindings(GLuint shader) {
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SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
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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_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT);
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SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT);
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SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
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@ -55,6 +55,9 @@ OpenGLState::OpenGLState() {
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.sampler = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_buffer = 0;
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@ -221,6 +224,19 @@ void OpenGLState::Apply() const {
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glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
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}
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// Texture buffer LUTs
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if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) {
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rg.texture_buffer);
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}
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// Texture buffer LUTs
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if (texture_buffer_lut_rgba.texture_buffer !=
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cur_state.texture_buffer_lut_rgba.texture_buffer) {
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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@ -374,6 +390,10 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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}
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if (texture_cube_unit.texture_cube == handle)
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texture_cube_unit.texture_cube = 0;
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if (texture_buffer_lut_rg.texture_buffer == handle)
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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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texture_buffer_lut_rgba.texture_buffer = 0;
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if (lighting_lut.texture_buffer == handle)
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lighting_lut.texture_buffer = 0;
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if (fog_lut.texture_buffer == handle)
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@ -28,6 +28,8 @@ constexpr TextureUnit ProcTexAlphaMap{7};
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constexpr TextureUnit ProcTexLUT{8};
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constexpr TextureUnit ProcTexDiffLUT{9};
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constexpr TextureUnit TextureCube{10};
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constexpr TextureUnit TextureBufferLUT_RG{11};
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constexpr TextureUnit TextureBufferLUT_RGBA{12};
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} // namespace TextureUnits
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@ -103,6 +105,14 @@ public:
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_cube_unit;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rg;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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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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} lighting_lut;
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