gl_rasterizer: Use the shared texture buffer for the fog lut.
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@@ -135,16 +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 LUT for the fog
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fog_lut.Create();
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state.fog_lut.texture_buffer = fog_lut.handle;
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state.Apply();
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fog_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, fog_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::FogLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
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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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@@ -1978,7 +1968,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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uniform_block_data.lighting_lut_dirty_any = false;
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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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if (uniform_block_data.fog_lut_dirty || invalidate) {
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std::array<GLvec2, 128> new_data;
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std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
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@@ -1986,11 +1976,12 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != fog_lut_data) {
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if (new_data != fog_lut_data || invalidate) {
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fog_lut_data = new_data;
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glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
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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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uniform_block_data.data.fog_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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uniform_block_data.fog_lut_dirty = false;
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}
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