gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.

This commit is contained in:
Markus Wick
2018-05-19 15:28:55 +02:00
parent 63fb7dcc1b
commit 1ca6d2ea8d
6 changed files with 19 additions and 104 deletions

View File

@@ -135,36 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
// Setup the noise LUT for proctex
proctex_noise_lut.Create();
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());
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_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());
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_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());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
// Setup the LUT for proctex
proctex_lut.Create();
state.proctex_lut.texture_buffer = proctex_lut.handle;
@@ -1987,39 +1957,41 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
}
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
auto SyncProcTexValueLUT = [](const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<GLvec2, 128>& lut_data, GLuint buffer) {
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<GLvec2, 128>& lut_data, GLint& lut_offset) {
std::array<GLvec2, 128> new_data;
std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
});
if (new_data != lut_data) {
if (new_data != lut_data || invalidate) {
lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2));
lut_offset = (offset + bytes_used) / sizeof(GLvec2);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec2);
}
};
// Sync the proctex noise lut
if (uniform_block_data.proctex_noise_lut_dirty) {
if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
proctex_noise_lut_buffer.handle);
uniform_block_data.data.proctex_noise_lut_offset);
uniform_block_data.proctex_noise_lut_dirty = false;
}
// Sync the proctex color map
if (uniform_block_data.proctex_color_map_dirty) {
if (uniform_block_data.proctex_color_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
proctex_color_map_buffer.handle);
uniform_block_data.data.proctex_color_map_offset);
uniform_block_data.proctex_color_map_dirty = false;
}
// Sync the proctex alpha map
if (uniform_block_data.proctex_alpha_map_dirty) {
if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
proctex_alpha_map_buffer.handle);
uniform_block_data.data.proctex_alpha_map_offset);
uniform_block_data.proctex_alpha_map_dirty = false;
}