gl_rasterizer: Use the shared texture buffer for the proctex lut.

This commit is contained in:
Markus Wick 2018-05-19 15:38:48 +02:00
parent 1ca6d2ea8d
commit 831d4f9aeb
6 changed files with 17 additions and 72 deletions

View File

@ -135,26 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
// Setup the LUT for proctex
proctex_lut.Create();
state.proctex_lut.texture_buffer = proctex_lut.handle;
state.Apply();
proctex_lut_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
// Setup the difference LUT for proctex
proctex_diff_lut.Create();
state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
state.Apply();
proctex_diff_lut_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
// Bind index buffer for hardware shader path
state.draw.vertex_array = hw_vao.handle;
state.Apply();
@ -1996,7 +1976,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
}
// Sync the proctex lut
if (uniform_block_data.proctex_lut_dirty) {
if (uniform_block_data.proctex_lut_dirty || invalidate) {
std::array<GLvec4, 256> new_data;
std::transform(Pica::g_state.proctex.color_table.begin(),
@ -2006,17 +1986,18 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_lut_data) {
if (new_data != proctex_lut_data || invalidate) {
proctex_lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
uniform_block_data.data.proctex_lut_offset = (offset + bytes_used) / sizeof(GLvec4);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec4);
}
uniform_block_data.proctex_lut_dirty = false;
}
// Sync the proctex difference lut
if (uniform_block_data.proctex_diff_lut_dirty) {
if (uniform_block_data.proctex_diff_lut_dirty || invalidate) {
std::array<GLvec4, 256> new_data;
std::transform(Pica::g_state.proctex.color_diff_table.begin(),
@ -2026,11 +2007,13 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_diff_lut_data) {
if (new_data != proctex_diff_lut_data || invalidate) {
proctex_diff_lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
uniform_block_data.data.proctex_diff_lut_offset =
(offset + bytes_used) / sizeof(GLvec4);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec4);
}
uniform_block_data.proctex_diff_lut_dirty = false;
}

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@ -294,13 +294,7 @@ private:
std::array<GLvec2, 128> proctex_noise_lut_data{};
std::array<GLvec2, 128> proctex_color_map_data{};
std::array<GLvec2, 128> proctex_alpha_map_data{};
OGLBuffer proctex_lut_buffer;
OGLTexture proctex_lut;
std::array<GLvec4, 256> proctex_lut_data{};
OGLBuffer proctex_diff_lut_buffer;
OGLTexture proctex_diff_lut;
std::array<GLvec4, 256> proctex_diff_lut_data{};
bool allow_shadow;

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@ -1171,15 +1171,16 @@ float ProcTexNoiseCoef(vec2 x) {
out += "int lut_index_i = int(lut_coord) + " +
std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "float lut_index_f = fract(lut_coord);\n";
out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i + proctex_lut_offset) + "
out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + "
"proctex_lut_offset) + "
"lut_index_f * "
"texelFetch(proctex_diff_lut, lut_index_i + proctex_diff_lut_offset);\n";
"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
break;
case ProcTexFilter::Nearest:
case ProcTexFilter::NearestMipmapLinear:
case ProcTexFilter::NearestMipmapNearest:
out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)) + "
out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
"proctex_lut_offset);\n";
break;
}
@ -1224,8 +1225,6 @@ uniform sampler2D tex2;
uniform samplerCube tex_cube;
uniform samplerBuffer texture_buffer_lut_rg;
uniform samplerBuffer texture_buffer_lut_rgba;
uniform samplerBuffer proctex_lut;
uniform samplerBuffer proctex_diff_lut;
#if ALLOW_SHADOW
layout(r32ui) uniform readonly uimage2D shadow_texture_px;

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@ -57,8 +57,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
// Set the texture samplers to correspond to different lookup table texture units
SetShaderSamplerBinding(shader, "texture_buffer_lut_rg", TextureUnits::TextureBufferLUT_RG);
SetShaderSamplerBinding(shader, "texture_buffer_lut_rgba", TextureUnits::TextureBufferLUT_RGBA);
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer);
SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX);

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@ -58,9 +58,6 @@ OpenGLState::OpenGLState() {
texture_buffer_lut_rg.texture_buffer = 0;
texture_buffer_lut_rgba.texture_buffer = 0;
proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_buffer = 0;
image_shadow_buffer = 0;
image_shadow_texture_px = 0;
image_shadow_texture_nx = 0;
@ -230,18 +227,6 @@ void OpenGLState::Apply() const {
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer_lut_rgba.texture_buffer);
}
// ProcTex LUT
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
}
// ProcTex Diff LUT
if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
}
// Shadow Images
if (image_shadow_buffer != cur_state.image_shadow_buffer) {
glBindImageTexture(ImageUnits::ShadowBuffer, image_shadow_buffer, 0, GL_FALSE, 0,
@ -357,10 +342,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
texture_buffer_lut_rg.texture_buffer = 0;
if (texture_buffer_lut_rgba.texture_buffer == handle)
texture_buffer_lut_rgba.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)
proctex_diff_lut.texture_buffer = 0;
if (image_shadow_buffer == handle)
image_shadow_buffer = 0;
if (image_shadow_texture_px == handle)

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@ -20,8 +20,6 @@ constexpr TextureUnit PicaTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit ProcTexLUT{8};
constexpr TextureUnit ProcTexDiffLUT{9};
constexpr TextureUnit TextureCube{10};
constexpr TextureUnit TextureBufferLUT_RG{11};
constexpr TextureUnit TextureBufferLUT_RGBA{12};
@ -108,14 +106,6 @@ public:
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} texture_buffer_lut_rgba;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_diff_lut;
// GL_IMAGE_BINDING_NAME
GLuint image_shadow_buffer;
GLuint image_shadow_texture_px;