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authorwwylele <wwylele@gmail.com>2017-06-16 15:16:28 +0200
committerwwylele <wwylele@gmail.com>2017-06-21 22:13:06 +0200
commitbe9e952bdc33b6763618ee66046ce84c0ff18a34 (patch)
tree61c048fc5e0e8808b2d992cc2ee2bc627672a70e /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentgl_rasterizer/lighting: fix LUT interpolation (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp47
1 files changed, 24 insertions, 23 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index c73e1d6e2..c018afbcc 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -102,7 +102,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glBufferData(GL_TEXTURE_BUFFER,
sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
GL_DYNAMIC_DRAW);
- glActiveTexture(GL_TEXTURE15);
+ glActiveTexture(TextureUnits::LightingLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
@@ -112,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
}
state.Apply();
- glActiveTexture(GL_TEXTURE9);
+ glActiveTexture(TextureUnits::FogLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -121,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_noise_lut.Create();
state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE10);
+ 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);
@@ -130,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_color_map.Create();
state.proctex_color_map.texture_1d = proctex_color_map.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE11);
+ 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);
@@ -139,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_alpha_map.Create();
state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE12);
+ 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);
@@ -148,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_lut.Create();
state.proctex_lut.texture_1d = proctex_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE13);
+ 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);
@@ -157,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_diff_lut.Create();
state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
state.Apply();
- glActiveTexture(GL_TEXTURE14);
+ 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);
@@ -1185,55 +1185,55 @@ void RasterizerOpenGL::SetShader() {
// Set the texture samplers to correspond to different texture units
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 0);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 1);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
if (uniform_tex != -1) {
- glUniform1i(uniform_tex, 2);
+ glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
}
// Set the texture samplers to correspond to different lookup table texture units
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
if (uniform_lut != -1) {
- glUniform1i(uniform_lut, 15);
+ glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
}
GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
if (uniform_fog_lut != -1) {
- glUniform1i(uniform_fog_lut, 9);
+ glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
}
GLuint uniform_proctex_noise_lut =
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
if (uniform_proctex_noise_lut != -1) {
- glUniform1i(uniform_proctex_noise_lut, 10);
+ glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
}
GLuint uniform_proctex_color_map =
glGetUniformLocation(shader->shader.handle, "proctex_color_map");
if (uniform_proctex_color_map != -1) {
- glUniform1i(uniform_proctex_color_map, 11);
+ glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
}
GLuint uniform_proctex_alpha_map =
glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
if (uniform_proctex_alpha_map != -1) {
- glUniform1i(uniform_proctex_alpha_map, 12);
+ glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
}
GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
if (uniform_proctex_lut != -1) {
- glUniform1i(uniform_proctex_lut, 13);
+ glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
}
GLuint uniform_proctex_diff_lut =
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
if (uniform_proctex_diff_lut != -1) {
- glUniform1i(uniform_proctex_diff_lut, 14);
+ glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
}
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
@@ -1363,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() {
if (new_data != fog_lut_data) {
fog_lut_data = new_data;
- glActiveTexture(GL_TEXTURE9);
+ glActiveTexture(TextureUnits::FogLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
fog_lut_data.data());
}
@@ -1402,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
}
void RasterizerOpenGL::SyncProcTexNoiseLUT() {
- SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
+ SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
+ TextureUnits::ProcTexNoiseLUT.Enum());
}
void RasterizerOpenGL::SyncProcTexColorMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
- GL_TEXTURE11);
+ TextureUnits::ProcTexColorMap.Enum());
}
void RasterizerOpenGL::SyncProcTexAlphaMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
- GL_TEXTURE12);
+ TextureUnits::ProcTexAlphaMap.Enum());
}
void RasterizerOpenGL::SyncProcTexLUT() {
@@ -1427,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() {
if (new_data != proctex_lut_data) {
proctex_lut_data = new_data;
- glActiveTexture(GL_TEXTURE13);
+ glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
}
}
@@ -1444,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
if (new_data != proctex_diff_lut_data) {
proctex_diff_lut_data = new_data;
- glActiveTexture(GL_TEXTURE14);
+ glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
}
}