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author | wwylele <wwylele@gmail.com> | 2017-06-16 15:16:28 +0200 |
---|---|---|
committer | wwylele <wwylele@gmail.com> | 2017-06-21 22:13:06 +0200 |
commit | be9e952bdc33b6763618ee66046ce84c0ff18a34 (patch) | |
tree | 61c048fc5e0e8808b2d992cc2ee2bc627672a70e /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | gl_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.cpp | 47 |
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()); } } |