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authorbunnei <bunneidev@gmail.com>2015-11-15 17:43:01 -0500
committerbunnei <bunneidev@gmail.com>2016-02-05 17:17:31 -0500
commit021cb0bced1d8045f04b85024b97a07a4d0df12f (patch)
treeaf2e041a2625ebde8c5f734f2e0ab911aba11625 /src/video_core/renderer_opengl/gl_state.h
parentbf89870437ebb0d983cfc20c3ac0490169f59f44 (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.h4
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