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gl_shader_gen: Inline now constant texture buffer.

This commit is contained in:
Markus Wick 2018-05-19 15:43:52 +02:00
parent 0838c87dac
commit 46f18d6800
1 changed files with 8 additions and 8 deletions

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@ -1025,7 +1025,7 @@ void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp m
} }
void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner, void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
const std::string& map_lut, const std::string& offset) { const std::string& offset) {
std::string combined; std::string combined;
switch (combiner) { switch (combiner) {
case ProcTexCombiner::U: case ProcTexCombiner::U:
@ -1063,7 +1063,7 @@ void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
combined = "0.0"; combined = "0.0";
break; break;
} }
out += "ProcTexLookupLUT(" + map_lut + ", " + offset + ", " + combined + ")"; out += "ProcTexLookupLUT(" + offset + ", " + combined + ")";
} }
void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) { void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
@ -1072,12 +1072,12 @@ void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
// value entries and difference entries. // value entries and difference entries.
out += R"( out += R"(
float ProcTexLookupLUT(samplerBuffer lut, int offset, float coord) { float ProcTexLookupLUT(int offset, float coord) {
coord *= 128; coord *= 128;
float index_i = clamp(floor(coord), 0.0, 127.0); float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0 // extracted as index_i = 127.0 and index_f = 1.0
vec2 entry = texelFetch(lut, int(index_i) + offset).rg; vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0); return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
} }
)"; )";
@ -1113,8 +1113,8 @@ float ProcTexNoiseCoef(vec2 x) {
float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0); float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0); float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
float x_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.x); float x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x);
float y_noise = ProcTexLookupLUT(texture_buffer_lut_rg, proctex_noise_lut_offset, frac.y); float y_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.y);
float x0 = mix(g0, g1, x_noise); float x0 = mix(g0, g1, x_noise);
float x1 = mix(g2, g3, x_noise); float x1 = mix(g2, g3, x_noise);
return mix(x0, x1, y_noise); return mix(x0, x1, y_noise);
@ -1156,7 +1156,7 @@ float ProcTexNoiseCoef(vec2 x) {
// Combine and map // Combine and map
out += "float lut_coord = "; out += "float lut_coord = ";
AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "texture_buffer_lut_rg", AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner,
"proctex_color_map_offset"); "proctex_color_map_offset");
out += ";\n"; out += ";\n";
@ -1190,7 +1190,7 @@ float ProcTexNoiseCoef(vec2 x) {
// uses the output of CombineAndMap directly instead. // uses the output of CombineAndMap directly instead.
out += "float final_alpha = "; out += "float final_alpha = ";
AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
"texture_buffer_lut_rg", "proctex_alpha_map_offset"); "proctex_alpha_map_offset");
out += ";\n"; out += ";\n";
out += "return vec4(final_color.xyz, final_alpha);\n}\n"; out += "return vec4(final_color.xyz, final_alpha);\n}\n";
} else { } else {