gl_rasterizer: Use the shared texture buffer for the proctex lut.

This commit is contained in:
Markus Wick
2018-05-19 15:38:48 +02:00
parent 1ca6d2ea8d
commit 831d4f9aeb
6 changed files with 17 additions and 72 deletions

View File

@@ -135,26 +135,6 @@ RasterizerOpenGL::RasterizerOpenGL()
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
// Setup the LUT for proctex
proctex_lut.Create();
state.proctex_lut.texture_buffer = proctex_lut.handle;
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());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
// Setup the difference LUT for proctex
proctex_diff_lut.Create();
state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
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());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
// Bind index buffer for hardware shader path
state.draw.vertex_array = hw_vao.handle;
state.Apply();
@@ -1996,7 +1976,7 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
}
// Sync the proctex lut
if (uniform_block_data.proctex_lut_dirty) {
if (uniform_block_data.proctex_lut_dirty || invalidate) {
std::array<GLvec4, 256> new_data;
std::transform(Pica::g_state.proctex.color_table.begin(),
@@ -2006,17 +1986,18 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_lut_data) {
if (new_data != proctex_lut_data || invalidate) {
proctex_lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
uniform_block_data.data.proctex_lut_offset = (offset + bytes_used) / sizeof(GLvec4);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec4);
}
uniform_block_data.proctex_lut_dirty = false;
}
// Sync the proctex difference lut
if (uniform_block_data.proctex_diff_lut_dirty) {
if (uniform_block_data.proctex_diff_lut_dirty || invalidate) {
std::array<GLvec4, 256> new_data;
std::transform(Pica::g_state.proctex.color_diff_table.begin(),
@@ -2026,11 +2007,13 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_diff_lut_data) {
if (new_data != proctex_diff_lut_data || invalidate) {
proctex_diff_lut_data = new_data;
glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4),
new_data.data());
std::memcpy(buffer + bytes_used, new_data.data(), new_data.size() * sizeof(GLvec4));
uniform_block_data.data.proctex_diff_lut_offset =
(offset + bytes_used) / sizeof(GLvec4);
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(GLvec4);
}
uniform_block_data.proctex_diff_lut_dirty = false;
}