use separate texture buffer for light and fog
gl_state.cpp: Fix typo in texture buffer LUT gl_state.cpp: Initialize texture_buffer_lut_lf
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afed4953bc
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@ -52,7 +52,8 @@ RasterizerOpenGL::RasterizerOpenGL()
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: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
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: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
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texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false),
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texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
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allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
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allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
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GLAD_GL_ARB_framebuffer_no_attachments;
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GLAD_GL_ARB_framebuffer_no_attachments;
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@ -149,11 +150,15 @@ RasterizerOpenGL::RasterizerOpenGL()
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framebuffer.Create();
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framebuffer.Create();
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// Allocate and bind texture buffer lut textures
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// Allocate and bind texture buffer lut textures
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texture_buffer_lut_lf.Create();
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texture_buffer_lut_rg.Create();
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texture_buffer_lut_rg.Create();
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texture_buffer_lut_rgba.Create();
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texture_buffer_lut_rgba.Create();
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state.texture_buffer_lut_lf.texture_buffer = texture_buffer_lut_lf.handle;
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state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
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state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
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state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
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state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
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state.Apply();
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state.Apply();
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glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_lf_buffer.GetHandle());
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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@ -821,6 +826,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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// Sync the LUTs within the texture buffer
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// Sync the LUTs within the texture buffer
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SyncAndUploadLUTs();
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SyncAndUploadLUTs();
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SyncAndUploadLUTsLF();
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// Sync the uniform data
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// Sync the uniform data
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UploadUniforms(accelerate);
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UploadUniforms(accelerate);
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@ -2005,18 +2011,11 @@ void RasterizerOpenGL::SyncShadowTextureBias() {
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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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void RasterizerOpenGL::SyncAndUploadLUTsLF() {
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constexpr std::size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
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constexpr std::size_t max_size =
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sizeof(GLvec2) * 128 + // fog
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sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler + sizeof(GLvec2) * 128; // fog
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sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
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sizeof(GLvec4) * 256 + // proctex
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sizeof(GLvec4) * 256; // proctex diff
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if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty &&
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if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty) {
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!uniform_block_data.proctex_noise_lut_dirty &&
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!uniform_block_data.proctex_color_map_dirty &&
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!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
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!uniform_block_data.proctex_diff_lut_dirty) {
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return;
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return;
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}
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}
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@ -2024,8 +2023,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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GLintptr offset;
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GLintptr offset;
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bool invalidate;
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bool invalidate;
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std::size_t bytes_used = 0;
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std::size_t bytes_used = 0;
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glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
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glBindBuffer(GL_TEXTURE_BUFFER, texture_lf_buffer.GetHandle());
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std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
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std::tie(buffer, offset, invalidate) = texture_lf_buffer.Map(max_size, sizeof(GLvec4));
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// Sync the lighting luts
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// Sync the lighting luts
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if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
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if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
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@ -2050,8 +2049,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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uniform_block_data.lighting_lut_dirty[index] = false;
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uniform_block_data.lighting_lut_dirty[index] = false;
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}
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}
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}
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}
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uniform_block_data.lighting_lut_dirty_any = false;
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}
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}
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uniform_block_data.lighting_lut_dirty_any = false;
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// Sync the fog lut
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty || invalidate) {
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if (uniform_block_data.fog_lut_dirty || invalidate) {
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@ -2073,6 +2072,28 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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uniform_block_data.fog_lut_dirty = false;
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uniform_block_data.fog_lut_dirty = false;
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}
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}
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texture_lf_buffer.Unmap(bytes_used);
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}
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void RasterizerOpenGL::SyncAndUploadLUTs() {
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constexpr std::size_t max_size = sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
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sizeof(GLvec4) * 256 + // proctex
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sizeof(GLvec4) * 256; // proctex diff
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if (!uniform_block_data.proctex_noise_lut_dirty &&
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!uniform_block_data.proctex_color_map_dirty &&
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!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
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!uniform_block_data.proctex_diff_lut_dirty) {
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return;
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}
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u8* buffer;
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GLintptr offset;
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bool invalidate;
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std::size_t bytes_used = 0;
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glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
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std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
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auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
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const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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@ -233,6 +233,7 @@ private:
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/// Syncs and uploads the lighting, fog and proctex LUTs
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/// Syncs and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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void SyncAndUploadLUTs();
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void SyncAndUploadLUTsLF();
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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);
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void UploadUniforms(bool accelerate_draw);
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@ -303,6 +304,7 @@ private:
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OGLStreamBuffer uniform_buffer;
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OGLStreamBuffer uniform_buffer;
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OGLStreamBuffer index_buffer;
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OGLStreamBuffer index_buffer;
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OGLStreamBuffer texture_buffer;
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OGLStreamBuffer texture_buffer;
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OGLStreamBuffer texture_lf_buffer;
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OGLFramebuffer framebuffer;
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OGLFramebuffer framebuffer;
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GLint uniform_buffer_alignment;
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GLint uniform_buffer_alignment;
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std::size_t uniform_size_aligned_vs;
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std::size_t uniform_size_aligned_vs;
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@ -310,6 +312,7 @@ private:
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SamplerInfo texture_cube_sampler;
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SamplerInfo texture_cube_sampler;
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OGLTexture texture_buffer_lut_lf;
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rgba;
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OGLTexture texture_buffer_lut_rgba;
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@ -1244,6 +1244,7 @@ uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerCube tex_cube;
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uniform samplerBuffer texture_buffer_lut_lf;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rg;
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uniform samplerBuffer texture_buffer_lut_rgba;
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uniform samplerBuffer texture_buffer_lut_rgba;
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@ -1267,7 +1268,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
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}
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}
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float LookupLightingLUT(int lut_index, int index, float delta) {
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float LookupLightingLUT(int lut_index, int index, float delta) {
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vec2 entry = texelFetch(texture_buffer_lut_rg, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
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return entry.r + entry.g * delta;
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return entry.r + entry.g * delta;
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}
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}
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@ -1519,7 +1520,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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// Generate clamped fog factor from LUT for given fog index
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// Generate clamped fog factor from LUT for given fog index
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out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"
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out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"
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"float fog_f = fog_index - fog_i;\n"
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"float fog_f = fog_index - fog_i;\n"
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"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_rg, int(fog_i) + "
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"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + "
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"fog_lut_offset).rg;\n"
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"fog_lut_offset).rg;\n"
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"float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"
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"float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"
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"fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
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"fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
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@ -123,6 +123,7 @@ static void SetShaderSamplerBindings(GLuint shader) {
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SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
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SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
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// Set the texture samplers to correspond to different lookup table texture units
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// Set the texture samplers to correspond to different lookup table texture units
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SetShaderSamplerBinding(shader, "texture_buffer_lut_lf", TextureUnits::TextureBufferLUT_LF);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
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@ -58,6 +58,7 @@ OpenGLState::OpenGLState() {
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.sampler = 0;
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texture_cube_unit.sampler = 0;
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texture_buffer_lut_lf.texture_buffer = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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texture_buffer_lut_rgba.texture_buffer = 0;
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@ -224,6 +225,12 @@ void OpenGLState::Apply() const {
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glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
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glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
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}
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}
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// Texture buffer LUTs
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if (texture_buffer_lut_lf.texture_buffer != cur_state.texture_buffer_lut_lf.texture_buffer) {
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glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_lf.texture_buffer);
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}
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// Texture buffer LUTs
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// Texture buffer LUTs
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if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) {
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if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) {
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
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@ -354,6 +361,8 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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}
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}
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if (texture_cube_unit.texture_cube == handle)
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if (texture_cube_unit.texture_cube == handle)
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.texture_cube = 0;
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if (texture_buffer_lut_lf.texture_buffer == handle)
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texture_buffer_lut_lf.texture_buffer = 0;
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if (texture_buffer_lut_rg.texture_buffer == handle)
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if (texture_buffer_lut_rg.texture_buffer == handle)
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texture_buffer_lut_rg.texture_buffer = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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if (texture_buffer_lut_rgba.texture_buffer == handle)
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@ -22,7 +22,8 @@ constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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return TextureUnit{unit};
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}
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}
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constexpr TextureUnit TextureCube{3};
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constexpr TextureUnit TextureCube{6};
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constexpr TextureUnit TextureBufferLUT_LF{3};
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constexpr TextureUnit TextureBufferLUT_RG{4};
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constexpr TextureUnit TextureBufferLUT_RG{4};
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constexpr TextureUnit TextureBufferLUT_RGBA{5};
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constexpr TextureUnit TextureBufferLUT_RGBA{5};
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@ -101,6 +102,10 @@ public:
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GLuint sampler; // GL_SAMPLER_BINDING
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_cube_unit;
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} texture_cube_unit;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_lf;
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struct {
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_rg;
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} texture_buffer_lut_rg;
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