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
This commit is contained in:
weihuoya 2020-06-04 22:34:00 +08:00 committed by SachinVin
parent afed4953bc
commit cddd447506
6 changed files with 58 additions and 18 deletions

View File

@ -52,7 +52,8 @@ RasterizerOpenGL::RasterizerOpenGL()
: is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd),
uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false),
index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false),
texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
texture_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false),
texture_lf_buffer(GL_TEXTURE_BUFFER, TEXTURE_BUFFER_SIZE, false) {
allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
GLAD_GL_ARB_framebuffer_no_attachments;
@ -149,11 +150,15 @@ RasterizerOpenGL::RasterizerOpenGL()
framebuffer.Create();
// Allocate and bind texture buffer lut textures
texture_buffer_lut_lf.Create();
texture_buffer_lut_rg.Create();
texture_buffer_lut_rgba.Create();
state.texture_buffer_lut_lf.texture_buffer = texture_buffer_lut_lf.handle;
state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
state.Apply();
glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_lf_buffer.GetHandle());
glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
@ -821,6 +826,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
// Sync the LUTs within the texture buffer
SyncAndUploadLUTs();
SyncAndUploadLUTsLF();
// Sync the uniform data
UploadUniforms(accelerate);
@ -2005,18 +2011,11 @@ void RasterizerOpenGL::SyncShadowTextureBias() {
}
}
void RasterizerOpenGL::SyncAndUploadLUTs() {
constexpr std::size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
sizeof(GLvec2) * 128 + // fog
sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
sizeof(GLvec4) * 256 + // proctex
sizeof(GLvec4) * 256; // proctex diff
void RasterizerOpenGL::SyncAndUploadLUTsLF() {
constexpr std::size_t max_size =
sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler + sizeof(GLvec2) * 128; // fog
if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty &&
!uniform_block_data.proctex_noise_lut_dirty &&
!uniform_block_data.proctex_color_map_dirty &&
!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
!uniform_block_data.proctex_diff_lut_dirty) {
if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty) {
return;
}
@ -2024,8 +2023,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
GLintptr offset;
bool invalidate;
std::size_t bytes_used = 0;
glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
glBindBuffer(GL_TEXTURE_BUFFER, texture_lf_buffer.GetHandle());
std::tie(buffer, offset, invalidate) = texture_lf_buffer.Map(max_size, sizeof(GLvec4));
// Sync the lighting luts
if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
@ -2050,8 +2049,8 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
uniform_block_data.lighting_lut_dirty[index] = false;
}
}
}
uniform_block_data.lighting_lut_dirty_any = false;
}
// Sync the fog lut
if (uniform_block_data.fog_lut_dirty || invalidate) {
@ -2073,6 +2072,28 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
uniform_block_data.fog_lut_dirty = false;
}
texture_lf_buffer.Unmap(bytes_used);
}
void RasterizerOpenGL::SyncAndUploadLUTs() {
constexpr std::size_t max_size = sizeof(GLvec2) * 128 * 3 + // proctex: noise + color + alpha
sizeof(GLvec4) * 256 + // proctex
sizeof(GLvec4) * 256; // proctex diff
if (!uniform_block_data.proctex_noise_lut_dirty &&
!uniform_block_data.proctex_color_map_dirty &&
!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
!uniform_block_data.proctex_diff_lut_dirty) {
return;
}
u8* buffer;
GLintptr offset;
bool invalidate;
std::size_t bytes_used = 0;
glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(GLvec4));
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,

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@ -233,6 +233,7 @@ private:
/// Syncs and uploads the lighting, fog and proctex LUTs
void SyncAndUploadLUTs();
void SyncAndUploadLUTsLF();
/// Upload the uniform blocks to the uniform buffer object
void UploadUniforms(bool accelerate_draw);
@ -303,6 +304,7 @@ private:
OGLStreamBuffer uniform_buffer;
OGLStreamBuffer index_buffer;
OGLStreamBuffer texture_buffer;
OGLStreamBuffer texture_lf_buffer;
OGLFramebuffer framebuffer;
GLint uniform_buffer_alignment;
std::size_t uniform_size_aligned_vs;
@ -310,6 +312,7 @@ private:
SamplerInfo texture_cube_sampler;
OGLTexture texture_buffer_lut_lf;
OGLTexture texture_buffer_lut_rg;
OGLTexture texture_buffer_lut_rgba;

View File

@ -1244,6 +1244,7 @@ uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_lf;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
@ -1267,7 +1268,7 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(texture_buffer_lut_rg, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
return entry.r + entry.g * delta;
}
@ -1519,7 +1520,7 @@ vec4 secondary_fragment_color = vec4(0.0);
// Generate clamped fog factor from LUT for given fog index
out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"
"float fog_f = fog_index - fog_i;\n"
"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_rg, int(fog_i) + "
"vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + "
"fog_lut_offset).rg;\n"
"float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"
"fog_factor = clamp(fog_factor, 0.0, 1.0);\n";

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@ -123,6 +123,7 @@ static void SetShaderSamplerBindings(GLuint shader) {
SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
// Set the texture samplers to correspond to different lookup table texture units
SetShaderSamplerBinding(shader, "texture_buffer_lut_lf", TextureUnits::TextureBufferLUT_LF);
SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);

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@ -58,6 +58,7 @@ OpenGLState::OpenGLState() {
texture_cube_unit.texture_cube = 0;
texture_cube_unit.sampler = 0;
texture_buffer_lut_lf.texture_buffer = 0;
texture_buffer_lut_rg.texture_buffer = 0;
texture_buffer_lut_rgba.texture_buffer = 0;
@ -224,6 +225,12 @@ void OpenGLState::Apply() const {
glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
}
// Texture buffer LUTs
if (texture_buffer_lut_lf.texture_buffer != cur_state.texture_buffer_lut_lf.texture_buffer) {
glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_lf.texture_buffer);
}
// Texture buffer LUTs
if (texture_buffer_lut_rg.texture_buffer != cur_state.texture_buffer_lut_rg.texture_buffer) {
glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
@ -354,6 +361,8 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
}
if (texture_cube_unit.texture_cube == handle)
texture_cube_unit.texture_cube = 0;
if (texture_buffer_lut_lf.texture_buffer == handle)
texture_buffer_lut_lf.texture_buffer = 0;
if (texture_buffer_lut_rg.texture_buffer == handle)
texture_buffer_lut_rg.texture_buffer = 0;
if (texture_buffer_lut_rgba.texture_buffer == handle)

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@ -22,7 +22,8 @@ constexpr TextureUnit PicaTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit TextureCube{3};
constexpr TextureUnit TextureCube{6};
constexpr TextureUnit TextureBufferLUT_LF{3};
constexpr TextureUnit TextureBufferLUT_RG{4};
constexpr TextureUnit TextureBufferLUT_RGBA{5};
@ -101,6 +102,10 @@ public:
GLuint sampler; // GL_SAMPLER_BINDING
} texture_cube_unit;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_lf;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_rg;