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authorwwylele <wwylele@gmail.com>2017-06-16 13:00:15 +0200
committerwwylele <wwylele@gmail.com>2017-06-21 22:13:06 +0200
commitab60414122184851415a27ae8bcacb4aab0504b6 (patch)
treef26b042d908ede118686e781eedfec24539ab299 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentMerge pull request #2776 from wwylele/geo-factor (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp71
1 files changed, 22 insertions, 49 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e6cccebf6..c73e1d6e2 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(GL_TEXTURE15);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
{
@@ -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;
}
}
@@ -1201,29 +1197,9 @@ void RasterizerOpenGL::SetShader() {
}
// 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]");
+ GLuint 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, 15);
}
GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
@@ -1571,20 +1547,17 @@ 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());
}
}