GLState: Support changing the GL_TEXTURE_SWIZZLE parameter of each texture unit.
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3 changed files with 20 additions and 0 deletions
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@ -50,6 +50,10 @@ OpenGLState::OpenGLState() {
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for (auto& texture_unit : texture_units) {
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for (auto& texture_unit : texture_units) {
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texture_unit.texture_2d = 0;
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texture_unit.texture_2d = 0;
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texture_unit.sampler = 0;
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texture_unit.sampler = 0;
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texture_unit.swizzle.r = GL_RED;
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texture_unit.swizzle.g = GL_GREEN;
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texture_unit.swizzle.b = GL_BLUE;
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texture_unit.swizzle.a = GL_ALPHA;
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}
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}
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lighting_lut.texture_buffer = 0;
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lighting_lut.texture_buffer = 0;
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@ -200,6 +204,15 @@ void OpenGLState::Apply() const {
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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glBindSampler(i, texture_units[i].sampler);
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glBindSampler(i, texture_units[i].sampler);
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}
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}
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// Update the texture swizzle
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if (texture_units[i].swizzle.r != cur_state.texture_units[i].swizzle.r ||
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texture_units[i].swizzle.g != cur_state.texture_units[i].swizzle.g ||
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texture_units[i].swizzle.b != cur_state.texture_units[i].swizzle.b ||
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texture_units[i].swizzle.a != cur_state.texture_units[i].swizzle.a) {
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std::array<GLint, 4> mask = {texture_units[i].swizzle.r, texture_units[i].swizzle.g,
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texture_units[i].swizzle.b, texture_units[i].swizzle.a};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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}
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}
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}
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// Constbuffers
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// Constbuffers
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@ -85,6 +85,12 @@ public:
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struct {
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struct {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLuint sampler; // GL_SAMPLER_BINDING
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GLuint sampler; // GL_SAMPLER_BINDING
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struct {
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GLint r; // GL_TEXTURE_SWIZZLE_R
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GLint g; // GL_TEXTURE_SWIZZLE_G
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GLint b; // GL_TEXTURE_SWIZZLE_B
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GLint a; // GL_TEXTURE_SWIZZLE_A
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} swizzle;
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} texture_units[32];
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} texture_units[32];
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struct {
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struct {
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@ -316,6 +316,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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}};
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}};
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state.texture_units[0].texture_2d = screen_info.display_texture;
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state.texture_units[0].texture_2d = screen_info.display_texture;
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state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
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state.Apply();
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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