From 8482933db8acaead8ff66e1457cd5453b02cccf4 Mon Sep 17 00:00:00 2001 From: wwylele Date: Sat, 1 Jul 2017 11:02:48 +0300 Subject: gl_rasterizer: use texture buffer for proctex LUT --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 65 +++++++++++++----------- 1 file changed, 35 insertions(+), 30 deletions(-) (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp') diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index ff3f69ba3..1c6c15a58 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -117,48 +117,53 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { // Setup the noise LUT for proctex proctex_noise_lut.Create(); - state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; + state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle; state.Apply(); + proctex_noise_lut_buffer.Create(); + glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle); + glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle); // Setup the color map for proctex proctex_color_map.Create(); - state.proctex_color_map.texture_1d = proctex_color_map.handle; + state.proctex_color_map.texture_buffer = proctex_color_map.handle; state.Apply(); + proctex_color_map_buffer.Create(); + glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle); + glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle); // Setup the alpha map for proctex proctex_alpha_map.Create(); - state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; + state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle; state.Apply(); + proctex_alpha_map_buffer.Create(); + glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle); + glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle); // Setup the LUT for proctex proctex_lut.Create(); - state.proctex_lut.texture_1d = proctex_lut.handle; + 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()); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + 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_1d = proctex_diff_lut.handle; + 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()); - glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); // Sync fixed function OpenGL state SyncCullMode(); @@ -1387,7 +1392,7 @@ void RasterizerOpenGL::SyncProcTexNoise() { // helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap static void SyncProcTexValueLUT(const std::array& lut, - std::array& lut_data, GLenum texture) { + std::array& lut_data, GLuint buffer) { std::array new_data; std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) { return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; @@ -1395,24 +1400,24 @@ static void SyncProcTexValueLUT(const std::array