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Merge pull request #2816 from wwylele/proctex-lutlutlut

gl_rasterizer: use texture buffer for proctex LUT
This commit is contained in:
Sebastian Valle 2017-07-22 23:03:48 -05:00 committed by GitHub
commit c6a2e519ef
5 changed files with 80 additions and 70 deletions

View File

@ -117,48 +117,53 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
// Setup the noise LUT for proctex // Setup the noise LUT for proctex
proctex_noise_lut.Create(); 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(); 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()); glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the color map for proctex // Setup the color map for proctex
proctex_color_map.Create(); 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(); 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()); glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the alpha map for proctex // Setup the alpha map for proctex
proctex_alpha_map.Create(); 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(); 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()); glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the LUT for proctex // Setup the LUT for proctex
proctex_lut.Create(); proctex_lut.Create();
state.proctex_lut.texture_1d = proctex_lut.handle; state.proctex_lut.texture_buffer = proctex_lut.handle;
state.Apply(); 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()); glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Setup the difference LUT for proctex // Setup the difference LUT for proctex
proctex_diff_lut.Create(); 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(); 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()); glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Sync fixed function OpenGL state // Sync fixed function OpenGL state
SyncCullMode(); SyncCullMode();
@ -1387,7 +1392,7 @@ void RasterizerOpenGL::SyncProcTexNoise() {
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap // helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut, static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<GLvec2, 128>& lut_data, GLenum texture) { std::array<GLvec2, 128>& lut_data, GLuint buffer) {
std::array<GLvec2, 128> new_data; std::array<GLvec2, 128> new_data;
std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) { std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
@ -1395,24 +1400,24 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
if (new_data != lut_data) { if (new_data != lut_data) {
lut_data = new_data; lut_data = new_data;
glActiveTexture(texture); glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data()); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
} }
} }
void RasterizerOpenGL::SyncProcTexNoiseLUT() { void RasterizerOpenGL::SyncProcTexNoiseLUT() {
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
TextureUnits::ProcTexNoiseLUT.Enum()); proctex_noise_lut_buffer.handle);
} }
void RasterizerOpenGL::SyncProcTexColorMap() { void RasterizerOpenGL::SyncProcTexColorMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
TextureUnits::ProcTexColorMap.Enum()); proctex_color_map_buffer.handle);
} }
void RasterizerOpenGL::SyncProcTexAlphaMap() { void RasterizerOpenGL::SyncProcTexAlphaMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
TextureUnits::ProcTexAlphaMap.Enum()); proctex_alpha_map_buffer.handle);
} }
void RasterizerOpenGL::SyncProcTexLUT() { void RasterizerOpenGL::SyncProcTexLUT() {
@ -1427,8 +1432,8 @@ void RasterizerOpenGL::SyncProcTexLUT() {
if (new_data != proctex_lut_data) { if (new_data != proctex_lut_data) {
proctex_lut_data = new_data; proctex_lut_data = new_data;
glActiveTexture(TextureUnits::ProcTexLUT.Enum()); glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data()); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
} }
} }
@ -1444,8 +1449,8 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
if (new_data != proctex_diff_lut_data) { if (new_data != proctex_diff_lut_data) {
proctex_diff_lut_data = new_data; proctex_diff_lut_data = new_data;
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data()); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
} }
} }

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@ -287,18 +287,23 @@ private:
OGLTexture fog_lut; OGLTexture fog_lut;
std::array<GLvec2, 128> fog_lut_data{}; std::array<GLvec2, 128> fog_lut_data{};
OGLBuffer proctex_noise_lut_buffer;
OGLTexture proctex_noise_lut; OGLTexture proctex_noise_lut;
std::array<GLvec2, 128> proctex_noise_lut_data{}; std::array<GLvec2, 128> proctex_noise_lut_data{};
OGLBuffer proctex_color_map_buffer;
OGLTexture proctex_color_map; OGLTexture proctex_color_map;
std::array<GLvec2, 128> proctex_color_map_data{}; std::array<GLvec2, 128> proctex_color_map_data{};
OGLBuffer proctex_alpha_map_buffer;
OGLTexture proctex_alpha_map; OGLTexture proctex_alpha_map;
std::array<GLvec2, 128> proctex_alpha_map_data{}; std::array<GLvec2, 128> proctex_alpha_map_data{};
OGLBuffer proctex_lut_buffer;
OGLTexture proctex_lut; OGLTexture proctex_lut;
std::array<GLvec4, 256> proctex_lut_data{}; std::array<GLvec4, 256> proctex_lut_data{};
OGLBuffer proctex_diff_lut_buffer;
OGLTexture proctex_diff_lut; OGLTexture proctex_diff_lut;
std::array<GLvec4, 256> proctex_diff_lut_data{}; std::array<GLvec4, 256> proctex_diff_lut_data{};
}; };

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@ -886,12 +886,12 @@ void AppendProcTexSampler(std::string& out, const PicaShaderConfig& 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(sampler1D lut, float coord) { float ProcTexLookupLUT(samplerBuffer lut, 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), 0).rg; vec2 entry = texelFetch(lut, int(index_i)).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);
} }
)"; )";
@ -979,14 +979,14 @@ float ProcTexNoiseCoef(vec2 x) {
out += "int lut_index_i = int(lut_coord) + " + out += "int lut_index_i = int(lut_coord) + " +
std::to_string(config.state.proctex.lut_offset) + ";\n"; std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "float lut_index_f = fract(lut_coord);\n"; out += "float lut_index_f = fract(lut_coord);\n";
out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i, 0) + lut_index_f * " out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * "
"texelFetch(proctex_diff_lut, lut_index_i, 0);\n"; "texelFetch(proctex_diff_lut, lut_index_i);\n";
break; break;
case ProcTexFilter::Nearest: case ProcTexFilter::Nearest:
case ProcTexFilter::NearestMipmapLinear: case ProcTexFilter::NearestMipmapLinear:
case ProcTexFilter::NearestMipmapNearest: case ProcTexFilter::NearestMipmapNearest:
out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)), 0);\n"; out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n";
break; break;
} }
@ -1053,11 +1053,11 @@ layout (std140) uniform shader_data {
uniform sampler2D tex[3]; uniform sampler2D tex[3];
uniform samplerBuffer lighting_lut; uniform samplerBuffer lighting_lut;
uniform samplerBuffer fog_lut; uniform samplerBuffer fog_lut;
uniform sampler1D proctex_noise_lut; uniform samplerBuffer proctex_noise_lut;
uniform sampler1D proctex_color_map; uniform samplerBuffer proctex_color_map;
uniform sampler1D proctex_alpha_map; uniform samplerBuffer proctex_alpha_map;
uniform sampler1D proctex_lut; uniform samplerBuffer proctex_lut;
uniform sampler1D proctex_diff_lut; uniform samplerBuffer proctex_diff_lut;
// Rotate the vector v by the quaternion q // Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) { vec3 quaternion_rotate(vec4 q, vec3 v) {

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@ -56,11 +56,11 @@ OpenGLState::OpenGLState() {
fog_lut.texture_buffer = 0; fog_lut.texture_buffer = 0;
proctex_lut.texture_1d = 0; proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_1d = 0; proctex_diff_lut.texture_buffer = 0;
proctex_color_map.texture_1d = 0; proctex_color_map.texture_buffer = 0;
proctex_alpha_map.texture_1d = 0; proctex_alpha_map.texture_buffer = 0;
proctex_noise_lut.texture_1d = 0; proctex_noise_lut.texture_buffer = 0;
draw.read_framebuffer = 0; draw.read_framebuffer = 0;
draw.draw_framebuffer = 0; draw.draw_framebuffer = 0;
@ -204,33 +204,33 @@ void OpenGLState::Apply() const {
} }
// ProcTex Noise LUT // ProcTex Noise LUT
if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) { if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d); glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
} }
// ProcTex Color Map // ProcTex Color Map
if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) { if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d); glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
} }
// ProcTex Alpha Map // ProcTex Alpha Map
if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) { if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d); glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
} }
// ProcTex LUT // ProcTex LUT
if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) { if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum()); glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d); glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
} }
// ProcTex Diff LUT // ProcTex Diff LUT
if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) { if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d); glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
} }
// Framebuffer // Framebuffer
@ -274,16 +274,16 @@ void OpenGLState::ResetTexture(GLuint handle) {
cur_state.lighting_lut.texture_buffer = 0; cur_state.lighting_lut.texture_buffer = 0;
if (cur_state.fog_lut.texture_buffer == handle) if (cur_state.fog_lut.texture_buffer == handle)
cur_state.fog_lut.texture_buffer = 0; cur_state.fog_lut.texture_buffer = 0;
if (cur_state.proctex_noise_lut.texture_1d == handle) if (cur_state.proctex_noise_lut.texture_buffer == handle)
cur_state.proctex_noise_lut.texture_1d = 0; cur_state.proctex_noise_lut.texture_buffer = 0;
if (cur_state.proctex_color_map.texture_1d == handle) if (cur_state.proctex_color_map.texture_buffer == handle)
cur_state.proctex_color_map.texture_1d = 0; cur_state.proctex_color_map.texture_buffer = 0;
if (cur_state.proctex_alpha_map.texture_1d == handle) if (cur_state.proctex_alpha_map.texture_buffer == handle)
cur_state.proctex_alpha_map.texture_1d = 0; cur_state.proctex_alpha_map.texture_buffer = 0;
if (cur_state.proctex_lut.texture_1d == handle) if (cur_state.proctex_lut.texture_buffer == handle)
cur_state.proctex_lut.texture_1d = 0; cur_state.proctex_lut.texture_buffer = 0;
if (cur_state.proctex_diff_lut.texture_1d == handle) if (cur_state.proctex_diff_lut.texture_buffer == handle)
cur_state.proctex_diff_lut.texture_1d = 0; cur_state.proctex_diff_lut.texture_buffer = 0;
} }
void OpenGLState::ResetSampler(GLuint handle) { void OpenGLState::ResetSampler(GLuint handle) {

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@ -95,23 +95,23 @@ public:
} fog_lut; } fog_lut;
struct { struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_noise_lut; } proctex_noise_lut;
struct { struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_color_map; } proctex_color_map;
struct { struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_alpha_map; } proctex_alpha_map;
struct { struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut; } proctex_lut;
struct { struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_diff_lut; } proctex_diff_lut;
struct { struct {