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| author | bunnei <bunneidev@gmail.com> | 2015-11-15 17:43:01 -0500 |
|---|---|---|
| committer | bunnei <bunneidev@gmail.com> | 2016-02-05 17:17:31 -0500 |
| commit | 021cb0bced1d8045f04b85024b97a07a4d0df12f (patch) | |
| tree | af2e041a2625ebde8c5f734f2e0ab911aba11625 /src/video_core/renderer_opengl/gl_state.h | |
| parent | bf89870437ebb0d983cfc20c3ac0490169f59f44 (diff) | |
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.
Diffstat (limited to 'src/video_core/renderer_opengl/gl_state.h')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_state.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index b8ab45bb8..e848058d7 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -62,6 +62,10 @@ public: } texture_units[3]; struct { + GLuint texture_1d; // GL_TEXTURE_BINDING_1D + } lighting_lut[6]; + + struct { GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING |
