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gl_rasterizer: Move TBO syncing helper to one function.
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@ -806,49 +806,8 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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shader_dirty = false;
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shader_dirty = false;
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}
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}
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// Sync the lighting luts
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// Sync the LUTs within the texture buffer
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for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) {
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SyncAndUploadLUTs();
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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}
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}
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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SyncFogLUT();
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uniform_block_data.fog_lut_dirty = false;
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}
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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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SyncProcTexNoiseLUT();
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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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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SyncProcTexColorMap();
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uniform_block_data.proctex_color_map_dirty = false;
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}
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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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SyncProcTexAlphaMap();
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uniform_block_data.proctex_alpha_map_dirty = false;
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}
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// Sync the proctex lut
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if (uniform_block_data.proctex_lut_dirty) {
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SyncProcTexLUT();
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uniform_block_data.proctex_lut_dirty = false;
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}
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// Sync the proctex difference lut
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if (uniform_block_data.proctex_diff_lut_dirty) {
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SyncProcTexDiffLUT();
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uniform_block_data.proctex_diff_lut_dirty = false;
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}
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// Sync the uniform data
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// Sync the uniform data
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const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes;
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const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes;
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@ -2065,6 +2024,52 @@ void RasterizerOpenGL::SyncShadowBias() {
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}
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}
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}
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}
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void RasterizerOpenGL::SyncAndUploadLUTs() {
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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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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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}
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}
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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SyncFogLUT();
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uniform_block_data.fog_lut_dirty = false;
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}
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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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SyncProcTexNoiseLUT();
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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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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SyncProcTexColorMap();
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uniform_block_data.proctex_color_map_dirty = false;
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}
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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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SyncProcTexAlphaMap();
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uniform_block_data.proctex_alpha_map_dirty = false;
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}
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// Sync the proctex lut
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if (uniform_block_data.proctex_lut_dirty) {
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SyncProcTexLUT();
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uniform_block_data.proctex_lut_dirty = false;
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}
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// Sync the proctex difference lut
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if (uniform_block_data.proctex_diff_lut_dirty) {
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SyncProcTexDiffLUT();
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uniform_block_data.proctex_diff_lut_dirty = false;
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}
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}
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
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// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
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// first
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// first
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@ -220,6 +220,9 @@ private:
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/// Syncs the shadow rendering bias to match the PICA register
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/// Syncs the shadow rendering bias to match the PICA register
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void SyncShadowBias();
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void SyncShadowBias();
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/// Syncs and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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/// Upload the uniform blocks to the uniform buffer object
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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