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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.cpp128
1 files changed, 51 insertions, 77 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e6cccebf6..8b7991c04 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -49,9 +49,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
uniform_block_data.dirty = true;
- for (unsigned index = 0; index < lighting_luts.size(); index++) {
- uniform_block_data.lut_dirty[index] = true;
- }
+ uniform_block_data.lut_dirty.fill(true);
uniform_block_data.fog_lut_dirty = true;
@@ -96,18 +94,16 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
framebuffer.Create();
// Allocate and bind lighting lut textures
- for (size_t i = 0; i < lighting_luts.size(); ++i) {
- lighting_luts[i].Create();
- state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
- }
+ lighting_lut_buffer.Create();
+ state.lighting_lut.texture_buffer = lighting_lut.handle;
state.Apply();
-
- for (size_t i = 0; i < lighting_luts.size(); ++i) {
- glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i));
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
+ lighting_lut.Create();
+ glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
+ glBufferData(GL_TEXTURE_BUFFER,
+ sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
+ GL_DYNAMIC_DRAW);
+ glActiveTexture(TextureUnits::LightingLUT.Enum());
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
{
@@ -116,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
}
state.Apply();
- glActiveTexture(GL_TEXTURE9);
+ 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);
@@ -125,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_noise_lut.Create();
state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE10);
+ glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -134,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_color_map.Create();
state.proctex_color_map.texture_1d = proctex_color_map.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE11);
+ glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -143,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_alpha_map.Create();
state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE12);
+ glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -152,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_lut.Create();
state.proctex_lut.texture_1d = proctex_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE13);
+ glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -161,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_diff_lut.Create();
state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE14);
+ glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -313,7 +309,7 @@ void RasterizerOpenGL::DrawTriangles() {
}
// Sync the lighting luts
- for (unsigned index = 0; index < lighting_luts.size(); index++) {
+ for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) {
if (uniform_block_data.lut_dirty[index]) {
SyncLightingLUT(index);
uniform_block_data.lut_dirty[index] = false;
@@ -851,7 +847,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
auto& lut_config = regs.lighting.lut_config;
- uniform_block_data.lut_dirty[lut_config.type / 4] = true;
+ uniform_block_data.lut_dirty[lut_config.type] = true;
break;
}
}
@@ -1187,77 +1183,57 @@ void RasterizerOpenGL::SetShader() {
state.Apply();
// Set the texture samplers to correspond to different texture units
- GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
+ GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 0);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 1);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 2);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
}
// Set the texture samplers to correspond to different lookup table texture units
- GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
- if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 3);
- }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
- if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 4);
- }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
- if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 5);
- }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
+ GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 6);
- }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
- if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 7);
- }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
- if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 8);
+ glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
}
- GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
+ GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
if (uniform_fog_lut != -1) {
- glUniform1i(uniform_fog_lut, 9);
+ glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
}
- GLuint uniform_proctex_noise_lut =
+ GLint uniform_proctex_noise_lut =
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
if (uniform_proctex_noise_lut != -1) {
- glUniform1i(uniform_proctex_noise_lut, 10);
+ glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
}
- GLuint uniform_proctex_color_map =
+ GLint uniform_proctex_color_map =
glGetUniformLocation(shader->shader.handle, "proctex_color_map");
if (uniform_proctex_color_map != -1) {
- glUniform1i(uniform_proctex_color_map, 11);
+ glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
}
- GLuint uniform_proctex_alpha_map =
+ GLint uniform_proctex_alpha_map =
glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
if (uniform_proctex_alpha_map != -1) {
- glUniform1i(uniform_proctex_alpha_map, 12);
+ glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
}
- GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
+ GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
if (uniform_proctex_lut != -1) {
- glUniform1i(uniform_proctex_lut, 13);
+ glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
}
- GLuint uniform_proctex_diff_lut =
+ GLint uniform_proctex_diff_lut =
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
if (uniform_proctex_diff_lut != -1) {
- glUniform1i(uniform_proctex_diff_lut, 14);
+ glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
}
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
@@ -1387,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() {
if (new_data != fog_lut_data) {
fog_lut_data = new_data;
- glActiveTexture(GL_TEXTURE9);
+ glActiveTexture(TextureUnits::FogLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
fog_lut_data.data());
}
@@ -1426,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
}
void RasterizerOpenGL::SyncProcTexNoiseLUT() {
- SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
+ SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
+ TextureUnits::ProcTexNoiseLUT.Enum());
}
void RasterizerOpenGL::SyncProcTexColorMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
- GL_TEXTURE11);
+ TextureUnits::ProcTexColorMap.Enum());
}
void RasterizerOpenGL::SyncProcTexAlphaMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
- GL_TEXTURE12);
+ TextureUnits::ProcTexAlphaMap.Enum());
}
void RasterizerOpenGL::SyncProcTexLUT() {
@@ -1451,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() {
if (new_data != proctex_lut_data) {
proctex_lut_data = new_data;
- glActiveTexture(GL_TEXTURE13);
+ glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
}
}
@@ -1468,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
if (new_data != proctex_diff_lut_data) {
proctex_diff_lut_data = new_data;
- glActiveTexture(GL_TEXTURE14);
+ glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
}
}
@@ -1571,20 +1548,17 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
}
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
- std::array<GLvec4, 256> new_data;
-
- for (unsigned offset = 0; offset < new_data.size(); ++offset) {
- new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
- new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
- new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
- new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
- }
+ std::array<GLvec2, 256> new_data;
+ const auto& source_lut = Pica::g_state.lighting.luts[lut_index];
+ std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) {
+ return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
+ });
if (new_data != lighting_lut_data[lut_index]) {
lighting_lut_data[lut_index] = new_data;
- glActiveTexture(GL_TEXTURE3 + lut_index);
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT,
- lighting_lut_data[lut_index].data());
+ glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
+ glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2),
+ new_data.size() * sizeof(GLvec2), new_data.data());
}
}