mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-23 19:35:35 +00:00
gl_rasterizer: use texture buffer for proctex LUT
This commit is contained in:
parent
56d718b2a1
commit
8482933db8
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@ -117,48 +117,53 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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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_1d = proctex_noise_lut.handle;
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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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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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_1d = proctex_color_map.handle;
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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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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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_1d = proctex_alpha_map.handle;
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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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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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proctex_lut.Create();
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state.proctex_lut.texture_1d = proctex_lut.handle;
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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state.Apply();
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proctex_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
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// Setup the difference LUT for proctex
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proctex_diff_lut.Create();
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state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
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state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
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state.Apply();
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proctex_diff_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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// Sync fixed function OpenGL state
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SyncCullMode();
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@ -1387,7 +1392,7 @@ void RasterizerOpenGL::SyncProcTexNoise() {
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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std::array<GLvec2, 128>& lut_data, GLenum texture) {
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std::array<GLvec2, 128>& lut_data, GLuint buffer) {
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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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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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@ -1395,24 +1400,24 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
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if (new_data != lut_data) {
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lut_data = new_data;
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glActiveTexture(texture);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data());
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
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}
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}
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void RasterizerOpenGL::SyncProcTexNoiseLUT() {
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SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
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TextureUnits::ProcTexNoiseLUT.Enum());
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proctex_noise_lut_buffer.handle);
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}
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void RasterizerOpenGL::SyncProcTexColorMap() {
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SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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TextureUnits::ProcTexColorMap.Enum());
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proctex_color_map_buffer.handle);
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}
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void RasterizerOpenGL::SyncProcTexAlphaMap() {
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SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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TextureUnits::ProcTexAlphaMap.Enum());
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proctex_alpha_map_buffer.handle);
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}
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void RasterizerOpenGL::SyncProcTexLUT() {
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@ -1427,8 +1432,8 @@ void RasterizerOpenGL::SyncProcTexLUT() {
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if (new_data != proctex_lut_data) {
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proctex_lut_data = new_data;
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
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}
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}
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@ -1444,8 +1449,8 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
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if (new_data != proctex_diff_lut_data) {
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proctex_diff_lut_data = new_data;
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
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}
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}
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@ -287,18 +287,23 @@ private:
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OGLTexture fog_lut;
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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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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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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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OGLBuffer proctex_lut_buffer;
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OGLTexture proctex_lut;
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std::array<GLvec4, 256> proctex_lut_data{};
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OGLBuffer proctex_diff_lut_buffer;
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OGLTexture proctex_diff_lut;
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std::array<GLvec4, 256> proctex_diff_lut_data{};
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};
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@ -886,12 +886,12 @@ void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) {
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// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
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// value entries and difference entries.
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out += R"(
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float ProcTexLookupLUT(sampler1D lut, float coord) {
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float ProcTexLookupLUT(samplerBuffer lut, float coord) {
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coord *= 128;
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float index_i = clamp(floor(coord), 0.0, 127.0);
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float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
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// extracted as index_i = 127.0 and index_f = 1.0
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vec2 entry = texelFetch(lut, int(index_i), 0).rg;
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vec2 entry = texelFetch(lut, int(index_i)).rg;
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return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
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}
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)";
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@ -979,14 +979,14 @@ float ProcTexNoiseCoef(vec2 x) {
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out += "int lut_index_i = int(lut_coord) + " +
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std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "float lut_index_f = fract(lut_coord);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i, 0) + lut_index_f * "
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"texelFetch(proctex_diff_lut, lut_index_i, 0);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * "
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"texelFetch(proctex_diff_lut, lut_index_i);\n";
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break;
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case ProcTexFilter::Nearest:
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)), 0);\n";
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out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n";
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break;
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}
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@ -1053,11 +1053,11 @@ layout (std140) uniform shader_data {
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uniform sampler2D tex[3];
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform sampler1D proctex_noise_lut;
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uniform sampler1D proctex_color_map;
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uniform sampler1D proctex_alpha_map;
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uniform sampler1D proctex_lut;
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uniform sampler1D proctex_diff_lut;
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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_diff_lut;
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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@ -56,11 +56,11 @@ OpenGLState::OpenGLState() {
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fog_lut.texture_buffer = 0;
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proctex_lut.texture_1d = 0;
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proctex_diff_lut.texture_1d = 0;
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proctex_color_map.texture_1d = 0;
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proctex_alpha_map.texture_1d = 0;
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proctex_noise_lut.texture_1d = 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_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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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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@ -204,33 +204,33 @@ void OpenGLState::Apply() const {
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}
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// ProcTex Noise LUT
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if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) {
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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_1D, proctex_noise_lut.texture_1d);
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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_1d != cur_state.proctex_color_map.texture_1d) {
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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_1D, proctex_color_map.texture_1d);
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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_1d != cur_state.proctex_alpha_map.texture_1d) {
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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_1D, proctex_alpha_map.texture_1d);
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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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if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) {
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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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glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d);
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glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
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}
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// ProcTex Diff LUT
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if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) {
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if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
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glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
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}
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// Framebuffer
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@ -274,16 +274,16 @@ void OpenGLState::ResetTexture(GLuint handle) {
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cur_state.lighting_lut.texture_buffer = 0;
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if (cur_state.fog_lut.texture_buffer == handle)
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cur_state.fog_lut.texture_buffer = 0;
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if (cur_state.proctex_noise_lut.texture_1d == handle)
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cur_state.proctex_noise_lut.texture_1d = 0;
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if (cur_state.proctex_color_map.texture_1d == handle)
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cur_state.proctex_color_map.texture_1d = 0;
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if (cur_state.proctex_alpha_map.texture_1d == handle)
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cur_state.proctex_alpha_map.texture_1d = 0;
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if (cur_state.proctex_lut.texture_1d == handle)
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cur_state.proctex_lut.texture_1d = 0;
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if (cur_state.proctex_diff_lut.texture_1d == handle)
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cur_state.proctex_diff_lut.texture_1d = 0;
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if (cur_state.proctex_noise_lut.texture_buffer == handle)
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cur_state.proctex_noise_lut.texture_buffer = 0;
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if (cur_state.proctex_color_map.texture_buffer == handle)
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cur_state.proctex_color_map.texture_buffer = 0;
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if (cur_state.proctex_alpha_map.texture_buffer == handle)
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cur_state.proctex_alpha_map.texture_buffer = 0;
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if (cur_state.proctex_lut.texture_buffer == handle)
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cur_state.proctex_lut.texture_buffer = 0;
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if (cur_state.proctex_diff_lut.texture_buffer == handle)
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cur_state.proctex_diff_lut.texture_buffer = 0;
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}
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void OpenGLState::ResetSampler(GLuint handle) {
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@ -95,23 +95,23 @@ public:
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} fog_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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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_1d; // GL_TEXTURE_BINDING_1D
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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_1d; // GL_TEXTURE_BINDING_1D
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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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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_diff_lut;
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struct {
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