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gl_rasterizer: use texture buffer for fog LUT
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@ -111,6 +111,14 @@ struct State {
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BitField<0, 13, s32> difference; // 1.1.11 fixed point
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BitField<13, 11, u32> value; // 0.0.11 fixed point
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float ToFloat() const {
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return static_cast<float>(value) / 2047.0f;
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}
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float DiffToFloat() const {
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return static_cast<float>(difference) / 2047.0f;
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}
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};
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std::array<LutEntry, 128> lut;
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@ -106,16 +106,14 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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// Setup the LUT for the fog
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{
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fog_lut.Create();
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state.fog_lut.texture_1d = fog_lut.handle;
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}
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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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glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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@ -1356,16 +1354,17 @@ void RasterizerOpenGL::SyncFogColor() {
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}
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void RasterizerOpenGL::SyncFogLUT() {
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std::array<GLuint, 128> new_data;
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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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[](const auto& entry) { return entry.raw; });
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[](const auto& entry) {
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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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fog_lut_data = new_data;
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
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fog_lut_data.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), new_data.data());
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}
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}
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@ -283,8 +283,9 @@ private:
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OGLTexture lighting_lut;
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std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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OGLBuffer fog_lut_buffer;
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OGLTexture fog_lut;
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std::array<GLuint, 128> fog_lut_data{};
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std::array<GLvec2, 128> fog_lut_data{};
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OGLTexture proctex_noise_lut;
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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@ -1052,7 +1052,7 @@ layout (std140) uniform shader_data {
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uniform sampler2D tex[3];
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uniform samplerBuffer lighting_lut;
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uniform usampler1D fog_lut;
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uniform samplerBuffer fog_lut;
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uniform sampler1D proctex_noise_lut;
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uniform sampler1D proctex_color_map;
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uniform sampler1D proctex_alpha_map;
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@ -1145,12 +1145,8 @@ vec4 secondary_fragment_color = vec4(0.0);
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// Generate clamped fog factor from LUT for given fog index
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out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
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out += "float fog_f = fog_index - fog_i;\n";
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out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n";
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out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> "
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"19);\n"; // Extract signed difference
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out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n";
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out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / "
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"2047.0;\n";
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out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i)).rg;\n";
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out += "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n";
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out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
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// Blend the fog
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@ -54,7 +54,7 @@ OpenGLState::OpenGLState() {
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_1d = 0;
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fog_lut.texture_buffer = 0;
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proctex_lut.texture_1d = 0;
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proctex_diff_lut.texture_1d = 0;
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@ -198,9 +198,9 @@ void OpenGLState::Apply() const {
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}
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// Fog LUT
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if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
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if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
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glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
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}
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// ProcTex Noise LUT
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@ -272,8 +272,8 @@ void OpenGLState::ResetTexture(GLuint handle) {
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}
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if (cur_state.lighting_lut.texture_buffer == handle)
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cur_state.lighting_lut.texture_buffer = 0;
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if (cur_state.fog_lut.texture_1d == handle)
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cur_state.fog_lut.texture_1d = 0;
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if (cur_state.fog_lut.texture_buffer == handle)
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cur_state.fog_lut.texture_buffer = 0;
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if (cur_state.proctex_noise_lut.texture_1d == handle)
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cur_state.proctex_noise_lut.texture_1d = 0;
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if (cur_state.proctex_color_map.texture_1d == handle)
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@ -91,7 +91,7 @@ public:
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} lighting_lut;
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} fog_lut;
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struct {
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@ -584,8 +584,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
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float fog_f = fog_index - fog_i;
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const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
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float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) /
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2047.0f; // This is signed fixed point 1.11
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float fog_factor = fog_lut_entry.ToFloat() + fog_lut_entry.DiffToFloat() * fog_f;
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fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
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// Blend the fog
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