Merge pull request #2800 from wwylele/fog-lutlutlut

gl_rasterizer: use texture buffer for fog LUT
This commit is contained in:
Yuri Kunde Schlesner 2017-06-28 21:52:20 -07:00 committed by GitHub
commit a613d45de9
7 changed files with 34 additions and 31 deletions

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@ -111,6 +111,14 @@ struct State {
BitField<0, 13, s32> difference; // 1.1.11 fixed point
BitField<13, 11, u32> value; // 0.0.11 fixed point
float ToFloat() const {
return static_cast<float>(value) / 2047.0f;
}
float DiffToFloat() const {
return static_cast<float>(difference) / 2047.0f;
}
};
std::array<LutEntry, 128> lut;

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@ -94,10 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
framebuffer.Create();
// Allocate and bind lighting lut textures
lighting_lut_buffer.Create();
lighting_lut.Create();
state.lighting_lut.texture_buffer = lighting_lut.handle;
state.Apply();
lighting_lut.Create();
lighting_lut_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER,
sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
@ -106,16 +106,14 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
{
fog_lut.Create();
state.fog_lut.texture_1d = fog_lut.handle;
}
fog_lut.Create();
state.fog_lut.texture_buffer = fog_lut.handle;
state.Apply();
fog_lut_buffer.Create();
glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
// Setup the noise LUT for proctex
proctex_noise_lut.Create();
@ -1356,16 +1354,17 @@ void RasterizerOpenGL::SyncFogColor() {
}
void RasterizerOpenGL::SyncFogLUT() {
std::array<GLuint, 128> new_data;
std::array<GLvec2, 128> new_data;
std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
[](const auto& entry) { return entry.raw; });
[](const auto& entry) {
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
});
if (new_data != fog_lut_data) {
fog_lut_data = new_data;
glActiveTexture(TextureUnits::FogLUT.Enum());
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
fog_lut_data.data());
glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
}
}

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@ -283,8 +283,9 @@ private:
OGLTexture lighting_lut;
std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
OGLBuffer fog_lut_buffer;
OGLTexture fog_lut;
std::array<GLuint, 128> fog_lut_data{};
std::array<GLvec2, 128> fog_lut_data{};
OGLTexture proctex_noise_lut;
std::array<GLvec2, 128> proctex_noise_lut_data{};

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@ -1052,7 +1052,7 @@ layout (std140) uniform shader_data {
uniform sampler2D tex[3];
uniform samplerBuffer lighting_lut;
uniform usampler1D fog_lut;
uniform samplerBuffer fog_lut;
uniform sampler1D proctex_noise_lut;
uniform sampler1D proctex_color_map;
uniform sampler1D proctex_alpha_map;
@ -1145,12 +1145,8 @@ vec4 secondary_fragment_color = vec4(0.0);
// Generate clamped fog factor from LUT for given fog index
out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
out += "float fog_f = fog_index - fog_i;\n";
out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n";
out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> "
"19);\n"; // Extract signed difference
out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n";
out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / "
"2047.0;\n";
out += "vec2 fog_lut_entry = texelFetch(fog_lut, int(fog_i)).rg;\n";
out += "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n";
out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
// Blend the fog

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@ -54,7 +54,7 @@ OpenGLState::OpenGLState() {
lighting_lut.texture_buffer = 0;
fog_lut.texture_1d = 0;
fog_lut.texture_buffer = 0;
proctex_lut.texture_1d = 0;
proctex_diff_lut.texture_1d = 0;
@ -198,9 +198,9 @@ void OpenGLState::Apply() const {
}
// Fog LUT
if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
glActiveTexture(TextureUnits::FogLUT.Enum());
glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
}
// ProcTex Noise LUT
@ -272,8 +272,8 @@ void OpenGLState::ResetTexture(GLuint handle) {
}
if (cur_state.lighting_lut.texture_buffer == handle)
cur_state.lighting_lut.texture_buffer = 0;
if (cur_state.fog_lut.texture_1d == handle)
cur_state.fog_lut.texture_1d = 0;
if (cur_state.fog_lut.texture_buffer == handle)
cur_state.fog_lut.texture_buffer = 0;
if (cur_state.proctex_noise_lut.texture_1d == handle)
cur_state.proctex_noise_lut.texture_1d = 0;
if (cur_state.proctex_color_map.texture_1d == handle)

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@ -91,7 +91,7 @@ public:
} lighting_lut;
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} fog_lut;
struct {

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@ -584,8 +584,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
float fog_f = fog_index - fog_i;
const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) /
2047.0f; // This is signed fixed point 1.11
float fog_factor = fog_lut_entry.ToFloat() + fog_lut_entry.DiffToFloat() * fog_f;
fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
// Blend the fog