diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 128 |
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()); } } |