From 021cb0bced1d8045f04b85024b97a07a4d0df12f Mon Sep 17 00:00:00 2001 From: bunnei Date: Sun, 15 Nov 2015 17:43:01 -0500 Subject: renderer_opengl: Use textures for fragment shader LUTs instead of UBOs. - Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs. --- src/video_core/renderer_opengl/gl_state.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'src/video_core/renderer_opengl/gl_state.cpp') diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index a82372995..ab4b6c7b1 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -170,6 +170,14 @@ void OpenGLState::Apply() { } } + // Lighting LUTs + for (unsigned i = 0; i < ARRAY_SIZE(lighting_lut); ++i) { + if (lighting_lut[i].texture_1d != cur_state.lighting_lut[i].texture_1d) { + glActiveTexture(GL_TEXTURE3 + i); + glBindTexture(GL_TEXTURE_1D, lighting_lut[i].texture_1d); + } + } + // Framebuffer if (draw.framebuffer != cur_state.draw.framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer); -- cgit v1.2.3