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@ -126,6 +126,19 @@ void RasterizerOpenGL::InitObjects() { |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0); |
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for (size_t i = 0; i < lighting_lut.size(); ++i) { |
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lighting_lut[i].Create(); |
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state.lighting_lut[i].texture_1d = lighting_lut[i].handle; |
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glActiveTexture(GL_TEXTURE3 + i); |
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glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d); |
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); |
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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} |
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state.Apply(); |
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ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, |
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"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
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} |
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@ -162,7 +175,7 @@ void RasterizerOpenGL::DrawTriangles() { |
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state.draw.shader_dirty = false; |
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} |
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); index++) { |
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for (unsigned index = 0; index < lighting_lut.size(); index++) { |
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if (uniform_block_data.lut_dirty[index]) { |
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SyncLightingLUT(index); |
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uniform_block_data.lut_dirty[index] = false; |
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@ -451,7 +464,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { |
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): |
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{ |
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auto& lut_config = regs.lighting.lut_config; |
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uniform_block_data.lut_dirty[lut_config.type] = true; |
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uniform_block_data.lut_dirty[lut_config.type / 4] = true; |
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break; |
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} |
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@ -663,6 +676,20 @@ void RasterizerOpenGL::SetShader() { |
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); |
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if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); } |
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// Set the texture samplers to correspond to different lookup table texture units
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GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); } |
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); } |
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); } |
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); } |
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); } |
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]"); |
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); } |
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); |
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); |
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@ -675,9 +702,6 @@ void RasterizerOpenGL::SetShader() { |
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for (int index = 0; index < tev_stages.size(); ++index) |
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SyncTevConstColor(index, tev_stages[index]); |
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); ++index) |
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SyncLightingLUT(index); |
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SyncGlobalAmbient(); |
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for (int light_index = 0; light_index < 8; light_index++) { |
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SyncLightDiffuse(light_index); |
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@ -874,16 +898,19 @@ void RasterizerOpenGL::SyncGlobalAmbient() { |
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} |
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { |
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auto& lut = uniform_block_data.data.lighting_lut[lut_index / 4]; |
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std::array<std::array<GLfloat, 4>, 256> new_lut; |
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std::array<std::array<GLfloat, 4>, 256> new_data; |
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for (int offset = 0; offset < new_lut.size(); ++offset) { |
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new_lut[offset][lut_index & 3] = Pica::g_state.lighting.luts[lut_index][offset].ToFloat(); |
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for (unsigned offset = 0; offset < new_data.size(); ++offset) { |
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new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat(); |
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new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat(); |
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new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat(); |
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new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat(); |
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} |
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if (new_lut != lut) { |
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lut = new_lut; |
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uniform_block_data.dirty = true; |
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if (new_data != lighting_lut_data[lut_index]) { |
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lighting_lut_data[lut_index] = new_data; |
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glActiveTexture(GL_TEXTURE3 + lut_index); |
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data()); |
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} |
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} |
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