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gl_rasterizer: manage texture ids in one place

This commit is contained in:
wwylele 2017-06-16 16:16:28 +03:00
parent ab60414122
commit be9e952bdc
3 changed files with 55 additions and 31 deletions

View file

@ -102,7 +102,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glBufferData(GL_TEXTURE_BUFFER,
sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE15);
glActiveTexture(TextureUnits::LightingLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
@ -112,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
}
state.Apply();
glActiveTexture(GL_TEXTURE9);
glActiveTexture(TextureUnits::FogLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -121,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_noise_lut.Create();
state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
state.Apply();
glActiveTexture(GL_TEXTURE10);
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -130,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_color_map.Create();
state.proctex_color_map.texture_1d = proctex_color_map.handle;
state.Apply();
glActiveTexture(GL_TEXTURE11);
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -139,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_alpha_map.Create();
state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
state.Apply();
glActiveTexture(GL_TEXTURE12);
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -148,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_lut.Create();
state.proctex_lut.texture_1d = proctex_lut.handle;
state.Apply();
glActiveTexture(GL_TEXTURE13);
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -157,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
proctex_diff_lut.Create();
state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
state.Apply();
glActiveTexture(GL_TEXTURE14);
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -1185,55 +1185,55 @@ void RasterizerOpenGL::SetShader() {
// Set the texture samplers to correspond to different texture units
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
if (uniform_tex != -1) {
glUniform1i(uniform_tex, 0);
glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
if (uniform_tex != -1) {
glUniform1i(uniform_tex, 1);
glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
}
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
if (uniform_tex != -1) {
glUniform1i(uniform_tex, 2);
glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
}
// Set the texture samplers to correspond to different lookup table texture units
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 15);
glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
}
GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
if (uniform_fog_lut != -1) {
glUniform1i(uniform_fog_lut, 9);
glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
}
GLuint uniform_proctex_noise_lut =
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
if (uniform_proctex_noise_lut != -1) {
glUniform1i(uniform_proctex_noise_lut, 10);
glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
}
GLuint uniform_proctex_color_map =
glGetUniformLocation(shader->shader.handle, "proctex_color_map");
if (uniform_proctex_color_map != -1) {
glUniform1i(uniform_proctex_color_map, 11);
glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
}
GLuint uniform_proctex_alpha_map =
glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
if (uniform_proctex_alpha_map != -1) {
glUniform1i(uniform_proctex_alpha_map, 12);
glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
}
GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
if (uniform_proctex_lut != -1) {
glUniform1i(uniform_proctex_lut, 13);
glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
}
GLuint uniform_proctex_diff_lut =
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
if (uniform_proctex_diff_lut != -1) {
glUniform1i(uniform_proctex_diff_lut, 14);
glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
}
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
@ -1363,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() {
if (new_data != fog_lut_data) {
fog_lut_data = new_data;
glActiveTexture(GL_TEXTURE9);
glActiveTexture(TextureUnits::FogLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
fog_lut_data.data());
}
@ -1402,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
}
void RasterizerOpenGL::SyncProcTexNoiseLUT() {
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
TextureUnits::ProcTexNoiseLUT.Enum());
}
void RasterizerOpenGL::SyncProcTexColorMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
GL_TEXTURE11);
TextureUnits::ProcTexColorMap.Enum());
}
void RasterizerOpenGL::SyncProcTexAlphaMap() {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
GL_TEXTURE12);
TextureUnits::ProcTexAlphaMap.Enum());
}
void RasterizerOpenGL::SyncProcTexLUT() {
@ -1427,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() {
if (new_data != proctex_lut_data) {
proctex_lut_data = new_data;
glActiveTexture(GL_TEXTURE13);
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
}
}
@ -1444,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
if (new_data != proctex_diff_lut_data) {
proctex_diff_lut_data = new_data;
glActiveTexture(GL_TEXTURE14);
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
}
}

View file

@ -183,7 +183,7 @@ void OpenGLState::Apply() const {
// Textures
for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
glActiveTexture(GL_TEXTURE0 + i);
glActiveTexture(TextureUnits::PicaTexture(i).Enum());
glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
}
if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
@ -193,43 +193,43 @@ void OpenGLState::Apply() const {
// Lighting LUTs
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(GL_TEXTURE15);
glActiveTexture(TextureUnits::LightingLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
}
// Fog LUT
if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
glActiveTexture(GL_TEXTURE9);
glActiveTexture(TextureUnits::FogLUT.Enum());
glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
}
// ProcTex Noise LUT
if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) {
glActiveTexture(GL_TEXTURE10);
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d);
}
// ProcTex Color Map
if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) {
glActiveTexture(GL_TEXTURE11);
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d);
}
// ProcTex Alpha Map
if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) {
glActiveTexture(GL_TEXTURE12);
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d);
}
// ProcTex LUT
if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) {
glActiveTexture(GL_TEXTURE13);
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d);
}
// ProcTex Diff LUT
if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) {
glActiveTexture(GL_TEXTURE14);
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
}

View file

@ -6,6 +6,29 @@
#include <glad/glad.h>
namespace TextureUnits {
struct TextureUnit {
GLint id;
constexpr GLenum Enum() const {
return static_cast<GLenum>(GL_TEXTURE0 + id);
}
};
constexpr TextureUnit PicaTexture(int unit) {
return TextureUnit{unit};
}
constexpr TextureUnit LightingLUT{3};
constexpr TextureUnit FogLUT{4};
constexpr TextureUnit ProcTexNoiseLUT{5};
constexpr TextureUnit ProcTexColorMap{6};
constexpr TextureUnit ProcTexAlphaMap{7};
constexpr TextureUnit ProcTexLUT{8};
constexpr TextureUnit ProcTexDiffLUT{9};
} // namespace TextureUnits
class OpenGLState {
public:
struct {