gl_rasterizer: Use the shared texture buffer for the noise, color and alpha map.
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@@ -135,36 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
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glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
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// Setup the noise LUT for proctex
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proctex_noise_lut.Create();
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state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
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state.Apply();
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proctex_noise_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
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// Setup the color map for proctex
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proctex_color_map.Create();
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state.proctex_color_map.texture_buffer = proctex_color_map.handle;
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state.Apply();
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proctex_color_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
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// Setup the alpha map for proctex
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proctex_alpha_map.Create();
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state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
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state.Apply();
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proctex_alpha_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
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// Setup the LUT for proctex
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proctex_lut.Create();
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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@@ -1987,39 +1957,41 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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}
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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auto SyncProcTexValueLUT = [](const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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std::array<GLvec2, 128>& lut_data, GLuint buffer) {
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auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
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const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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std::array<GLvec2, 128>& lut_data, GLint& lut_offset) {
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std::array<GLvec2, 128> new_data;
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std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != lut_data) {
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if (new_data != lut_data || invalidate) {
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lut_data = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2),
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new_data.data());
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std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec2));
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lut_offset = (offset + bytes_used) / sizeof(GLvec2);
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uniform_block_data.dirty = true;
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bytes_used += new_data.size() * sizeof(GLvec2);
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}
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};
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// Sync the proctex noise lut
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if (uniform_block_data.proctex_noise_lut_dirty) {
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if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
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proctex_noise_lut_buffer.handle);
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uniform_block_data.data.proctex_noise_lut_offset);
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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// Sync the proctex color map
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if (uniform_block_data.proctex_color_map_dirty) {
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if (uniform_block_data.proctex_color_map_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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proctex_color_map_buffer.handle);
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uniform_block_data.data.proctex_color_map_offset);
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uniform_block_data.proctex_color_map_dirty = false;
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}
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// Sync the proctex alpha map
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if (uniform_block_data.proctex_alpha_map_dirty) {
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if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
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SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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proctex_alpha_map_buffer.handle);
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uniform_block_data.data.proctex_alpha_map_offset);
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uniform_block_data.proctex_alpha_map_dirty = false;
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}
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