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authorwwylele <wwylele@gmail.com>2017-06-22 16:22:45 +0200
committerwwylele <wwylele@gmail.com>2017-06-22 19:41:00 +0200
commit8978ecb09caa91424b7117a91d22e7f54040e701 (patch)
tree65fd8428d562473c9dbd2f7263de1f49898841a2 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentgl_rasterizer: create the texture before applying the state (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp25
1 files changed, 12 insertions, 13 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e3dcd831b..ff3f69ba3 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -106,16 +106,14 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
- {
- fog_lut.Create();
- state.fog_lut.texture_1d = fog_lut.handle;
- }
+ fog_lut.Create();
+ state.fog_lut.texture_buffer = fog_lut.handle;
state.Apply();
-
+ fog_lut_buffer.Create();
+ glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
+ glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::FogLUT.Enum());
- glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
// Setup the noise LUT for proctex
proctex_noise_lut.Create();
@@ -1356,16 +1354,17 @@ void RasterizerOpenGL::SyncFogColor() {
}
void RasterizerOpenGL::SyncFogLUT() {
- std::array<GLuint, 128> new_data;
+ std::array<GLvec2, 128> new_data;
std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
- [](const auto& entry) { return entry.raw; });
+ [](const auto& entry) {
+ return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
+ });
if (new_data != fog_lut_data) {
fog_lut_data = new_data;
- glActiveTexture(TextureUnits::FogLUT.Enum());
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
- fog_lut_data.data());
+ glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
+ glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
}
}