gl_rasterizer: implement procedural texture
This commit is contained in:
		@@ -55,6 +55,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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    uniform_block_data.fog_lut_dirty = true;
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    uniform_block_data.proctex_noise_lut_dirty = true;
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    uniform_block_data.proctex_color_map_dirty = true;
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    uniform_block_data.proctex_alpha_map_dirty = true;
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    uniform_block_data.proctex_lut_dirty = true;
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    uniform_block_data.proctex_diff_lut_dirty = true;
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    // Set vertex attributes
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    glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
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                          sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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@@ -115,6 +121,51 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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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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    // Setup the noise LUT for proctex
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    proctex_noise_lut.Create();
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    state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE10);
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, 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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    // Setup the color map for proctex
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    proctex_color_map.Create();
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    state.proctex_color_map.texture_1d = proctex_color_map.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE11);
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, 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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    // Setup the alpha map for proctex
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    proctex_alpha_map.Create();
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    state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE12);
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    glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, 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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    // Setup the LUT for proctex
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    proctex_lut.Create();
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    state.proctex_lut.texture_1d = proctex_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE13);
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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_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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    // Setup the difference LUT for proctex
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    proctex_diff_lut.Create();
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    state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
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    state.Apply();
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    glActiveTexture(GL_TEXTURE14);
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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_NEAREST);
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    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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    // Sync fixed function OpenGL state
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    SyncCullMode();
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    SyncBlendEnabled();
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@@ -272,6 +323,36 @@ void RasterizerOpenGL::DrawTriangles() {
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        uniform_block_data.fog_lut_dirty = false;
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    }
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    // Sync the proctex noise lut
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    if (uniform_block_data.proctex_noise_lut_dirty) {
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        SyncProcTexNoiseLUT();
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        uniform_block_data.proctex_noise_lut_dirty = false;
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    }
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    // Sync the proctex color map
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    if (uniform_block_data.proctex_color_map_dirty) {
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        SyncProcTexColorMap();
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        uniform_block_data.proctex_color_map_dirty = false;
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    }
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    // Sync the proctex alpha map
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    if (uniform_block_data.proctex_alpha_map_dirty) {
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        SyncProcTexAlphaMap();
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        uniform_block_data.proctex_alpha_map_dirty = false;
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    }
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    // Sync the proctex lut
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    if (uniform_block_data.proctex_lut_dirty) {
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        SyncProcTexLUT();
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        uniform_block_data.proctex_lut_dirty = false;
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    }
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    // Sync the proctex difference lut
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    if (uniform_block_data.proctex_diff_lut_dirty) {
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        SyncProcTexDiffLUT();
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        uniform_block_data.proctex_diff_lut_dirty = false;
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    }
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    // Sync the uniform data
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    if (uniform_block_data.dirty) {
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        glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data,
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@@ -354,6 +435,47 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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        uniform_block_data.fog_lut_dirty = true;
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        break;
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    // ProcTex state
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    case PICA_REG_INDEX(texturing.proctex):
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    case PICA_REG_INDEX(texturing.proctex_lut):
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    case PICA_REG_INDEX(texturing.proctex_lut_offset):
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        shader_dirty = true;
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        break;
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    case PICA_REG_INDEX(texturing.proctex_noise_u):
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    case PICA_REG_INDEX(texturing.proctex_noise_v):
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    case PICA_REG_INDEX(texturing.proctex_noise_frequency):
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        SyncProcTexNoise();
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        break;
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7):
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        using Pica::TexturingRegs;
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        switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
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        case TexturingRegs::ProcTexLutTable::Noise:
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            uniform_block_data.proctex_noise_lut_dirty = true;
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            break;
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        case TexturingRegs::ProcTexLutTable::ColorMap:
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            uniform_block_data.proctex_color_map_dirty = true;
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            break;
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        case TexturingRegs::ProcTexLutTable::AlphaMap:
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            uniform_block_data.proctex_alpha_map_dirty = true;
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            break;
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        case TexturingRegs::ProcTexLutTable::Color:
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            uniform_block_data.proctex_lut_dirty = true;
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            break;
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        case TexturingRegs::ProcTexLutTable::ColorDiff:
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            uniform_block_data.proctex_diff_lut_dirty = true;
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            break;
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        }
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        break;
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    // Alpha test
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    case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
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        SyncAlphaTest();
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@@ -1072,6 +1194,35 @@ void RasterizerOpenGL::SetShader() {
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            glUniform1i(uniform_fog_lut, 9);
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        }
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        GLuint uniform_proctex_noise_lut =
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            glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
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        if (uniform_proctex_noise_lut != -1) {
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            glUniform1i(uniform_proctex_noise_lut, 10);
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        }
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        GLuint uniform_proctex_color_map =
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            glGetUniformLocation(shader->shader.handle, "proctex_color_map");
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        if (uniform_proctex_color_map != -1) {
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            glUniform1i(uniform_proctex_color_map, 11);
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        }
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        GLuint uniform_proctex_alpha_map =
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            glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
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        if (uniform_proctex_alpha_map != -1) {
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            glUniform1i(uniform_proctex_alpha_map, 12);
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        }
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        GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
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        if (uniform_proctex_lut != -1) {
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            glUniform1i(uniform_proctex_lut, 13);
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        }
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        GLuint uniform_proctex_diff_lut =
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            glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
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        if (uniform_proctex_diff_lut != -1) {
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            glUniform1i(uniform_proctex_diff_lut, 14);
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        }
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        current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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        GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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@@ -1105,6 +1256,7 @@ void RasterizerOpenGL::SetShader() {
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            }
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            SyncFogColor();
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            SyncProcTexNoise();
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        }
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    }
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}
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@@ -1204,6 +1356,86 @@ void RasterizerOpenGL::SyncFogLUT() {
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    }
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}
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void RasterizerOpenGL::SyncProcTexNoise() {
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    const auto& regs = Pica::g_state.regs.texturing;
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    uniform_block_data.data.proctex_noise_f = {
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        Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(),
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        Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(),
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    };
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    uniform_block_data.data.proctex_noise_a = {
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        regs.proctex_noise_u.amplitude / 4095.0f, regs.proctex_noise_v.amplitude / 4095.0f,
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    };
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    uniform_block_data.data.proctex_noise_p = {
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        Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(),
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        Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(),
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    };
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    uniform_block_data.dirty = true;
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}
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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                                std::array<GLvec2, 128>& lut_data, GLenum texture) {
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    std::array<GLvec2, 128> new_data;
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    std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
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        return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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    });
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    if (new_data != lut_data) {
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        lut_data = new_data;
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        glActiveTexture(texture);
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data());
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    }
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}
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void RasterizerOpenGL::SyncProcTexNoiseLUT() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
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}
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void RasterizerOpenGL::SyncProcTexColorMap() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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                        GL_TEXTURE11);
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}
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void RasterizerOpenGL::SyncProcTexAlphaMap() {
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    SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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                        GL_TEXTURE12);
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}
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void RasterizerOpenGL::SyncProcTexLUT() {
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    std::array<GLvec4, 256> new_data;
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    std::transform(Pica::g_state.proctex.color_table.begin(),
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                   Pica::g_state.proctex.color_table.end(), new_data.begin(),
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                   [](const auto& entry) {
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                       auto rgba = entry.ToVector() / 255.0f;
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                       return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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                   });
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    if (new_data != proctex_lut_data) {
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        proctex_lut_data = new_data;
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        glActiveTexture(GL_TEXTURE13);
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
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    }
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}
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void RasterizerOpenGL::SyncProcTexDiffLUT() {
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    std::array<GLvec4, 256> new_data;
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    std::transform(Pica::g_state.proctex.color_diff_table.begin(),
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                   Pica::g_state.proctex.color_diff_table.end(), new_data.begin(),
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                   [](const auto& entry) {
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                       auto rgba = entry.ToVector() / 255.0f;
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                       return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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                   });
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    if (new_data != proctex_diff_lut_data) {
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        proctex_diff_lut_data = new_data;
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        glActiveTexture(GL_TEXTURE14);
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        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
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    }
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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    const auto& regs = Pica::g_state.regs;
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    if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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@@ -143,6 +143,9 @@ private:
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        GLint scissor_x2;
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        GLint scissor_y2;
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        alignas(16) GLvec3 fog_color;
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        alignas(8) GLvec2 proctex_noise_f;
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        alignas(8) GLvec2 proctex_noise_a;
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        alignas(8) GLvec2 proctex_noise_p;
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        alignas(16) GLvec3 lighting_global_ambient;
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        LightSrc light_src[8];
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        alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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@@ -150,7 +153,7 @@ private:
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    };
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    static_assert(
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        sizeof(UniformData) == 0x3C0,
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        sizeof(UniformData) == 0x3E0,
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        "The size of the UniformData structure has changed, update the structure in the shader");
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    static_assert(sizeof(UniformData) < 16384,
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                  "UniformData structure must be less than 16kb as per the OpenGL spec");
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@@ -180,6 +183,16 @@ private:
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    void SyncFogColor();
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    void SyncFogLUT();
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    /// Sync the procedural texture noise configuration to match the PICA register
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    void SyncProcTexNoise();
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    /// Sync the procedural texture lookup tables
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    void SyncProcTexNoiseLUT();
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    void SyncProcTexColorMap();
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    void SyncProcTexAlphaMap();
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    void SyncProcTexLUT();
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    void SyncProcTexDiffLUT();
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    /// Syncs the alpha test states to match the PICA register
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    void SyncAlphaTest();
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 | 
			
		||||
@@ -248,6 +261,11 @@ private:
 | 
			
		||||
        UniformData data;
 | 
			
		||||
        bool lut_dirty[6];
 | 
			
		||||
        bool fog_lut_dirty;
 | 
			
		||||
        bool proctex_noise_lut_dirty;
 | 
			
		||||
        bool proctex_color_map_dirty;
 | 
			
		||||
        bool proctex_alpha_map_dirty;
 | 
			
		||||
        bool proctex_lut_dirty;
 | 
			
		||||
        bool proctex_diff_lut_dirty;
 | 
			
		||||
        bool dirty;
 | 
			
		||||
    } uniform_block_data = {};
 | 
			
		||||
 | 
			
		||||
@@ -262,4 +280,19 @@ private:
 | 
			
		||||
 | 
			
		||||
    OGLTexture fog_lut;
 | 
			
		||||
    std::array<GLuint, 128> fog_lut_data{};
 | 
			
		||||
 | 
			
		||||
    OGLTexture proctex_noise_lut;
 | 
			
		||||
    std::array<GLvec2, 128> proctex_noise_lut_data{};
 | 
			
		||||
 | 
			
		||||
    OGLTexture proctex_color_map;
 | 
			
		||||
    std::array<GLvec2, 128> proctex_color_map_data{};
 | 
			
		||||
 | 
			
		||||
    OGLTexture proctex_alpha_map;
 | 
			
		||||
    std::array<GLvec2, 128> proctex_alpha_map_data{};
 | 
			
		||||
 | 
			
		||||
    OGLTexture proctex_lut;
 | 
			
		||||
    std::array<GLvec4, 256> proctex_lut_data{};
 | 
			
		||||
 | 
			
		||||
    OGLTexture proctex_diff_lut;
 | 
			
		||||
    std::array<GLvec4, 256> proctex_diff_lut_data{};
 | 
			
		||||
};
 | 
			
		||||
 
 | 
			
		||||
@@ -114,6 +114,22 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
 | 
			
		||||
    state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
 | 
			
		||||
    state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
 | 
			
		||||
 | 
			
		||||
    state.proctex.enable = regs.texturing.main_config.texture3_enable;
 | 
			
		||||
    if (state.proctex.enable) {
 | 
			
		||||
        state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
 | 
			
		||||
        state.proctex.u_clamp = regs.texturing.proctex.u_clamp;
 | 
			
		||||
        state.proctex.v_clamp = regs.texturing.proctex.v_clamp;
 | 
			
		||||
        state.proctex.color_combiner = regs.texturing.proctex.color_combiner;
 | 
			
		||||
        state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner;
 | 
			
		||||
        state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha;
 | 
			
		||||
        state.proctex.noise_enable = regs.texturing.proctex.noise_enable;
 | 
			
		||||
        state.proctex.u_shift = regs.texturing.proctex.u_shift;
 | 
			
		||||
        state.proctex.v_shift = regs.texturing.proctex.v_shift;
 | 
			
		||||
        state.proctex.lut_width = regs.texturing.proctex_lut.width;
 | 
			
		||||
        state.proctex.lut_offset = regs.texturing.proctex_lut_offset;
 | 
			
		||||
        state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -132,8 +148,7 @@ static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
 | 
			
		||||
    if (texture_unit == 2 && config.state.texture2_use_coord1) {
 | 
			
		||||
        return "texcoord[1]";
 | 
			
		||||
    }
 | 
			
		||||
    // TODO: if texture unit 3 (procedural texture) implementation also uses this function,
 | 
			
		||||
    //       config.state.texture3_coordinates should be repected here.
 | 
			
		||||
 | 
			
		||||
    return "texcoord[" + std::to_string(texture_unit) + "]";
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -175,6 +190,14 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
 | 
			
		||||
    case Source::Texture2:
 | 
			
		||||
        out += "texture(tex[2], " + TexCoord(config, 2) + ")";
 | 
			
		||||
        break;
 | 
			
		||||
    case Source::Texture3:
 | 
			
		||||
        if (config.state.proctex.enable) {
 | 
			
		||||
            out += "ProcTex()";
 | 
			
		||||
        } else {
 | 
			
		||||
            LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
 | 
			
		||||
            out += "vec4(0.0)";
 | 
			
		||||
        }
 | 
			
		||||
        break;
 | 
			
		||||
    case Source::PreviousBuffer:
 | 
			
		||||
        out += "combiner_buffer";
 | 
			
		||||
        break;
 | 
			
		||||
@@ -483,9 +506,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
 | 
			
		||||
    if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
 | 
			
		||||
        // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 | 
			
		||||
        // texture
 | 
			
		||||
        std::string bump_selector = std::to_string(lighting.bump_selector);
 | 
			
		||||
        out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
 | 
			
		||||
               TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
 | 
			
		||||
        if (lighting.bump_selector == 3) {
 | 
			
		||||
            if (config.state.proctex.enable) {
 | 
			
		||||
                out += "vec3 surface_normal = 2.0 * ProcTex().rgb - 1.0;\n";
 | 
			
		||||
            } else {
 | 
			
		||||
                LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
 | 
			
		||||
                out += "vec3 surface_normal = vec3(-1.0);\n";
 | 
			
		||||
            }
 | 
			
		||||
        } else {
 | 
			
		||||
            std::string bump_selector = std::to_string(lighting.bump_selector);
 | 
			
		||||
            out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
 | 
			
		||||
                   TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | 
			
		||||
        // precision result
 | 
			
		||||
@@ -693,6 +725,221 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
 | 
			
		||||
    out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n";
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
using ProcTexClamp = TexturingRegs::ProcTexClamp;
 | 
			
		||||
using ProcTexShift = TexturingRegs::ProcTexShift;
 | 
			
		||||
using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
 | 
			
		||||
using ProcTexFilter = TexturingRegs::ProcTexFilter;
 | 
			
		||||
 | 
			
		||||
void AppendProcTexShiftOffset(std::string& out, const std::string& v, ProcTexShift mode,
 | 
			
		||||
                              ProcTexClamp clamp_mode) {
 | 
			
		||||
    std::string offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5";
 | 
			
		||||
    switch (mode) {
 | 
			
		||||
    case ProcTexShift::None:
 | 
			
		||||
        out += "0";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexShift::Odd:
 | 
			
		||||
        out += offset + " * ((int(" + v + ") / 2) % 2)";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexShift::Even:
 | 
			
		||||
        out += offset + " * (((int(" + v + ") + 1) / 2) % 2)";
 | 
			
		||||
        break;
 | 
			
		||||
    default:
 | 
			
		||||
        LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode));
 | 
			
		||||
        out += "0";
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp mode) {
 | 
			
		||||
    switch (mode) {
 | 
			
		||||
    case ProcTexClamp::ToZero:
 | 
			
		||||
        out += var + " = " + var + " > 1.0 ? 0 : " + var + ";\n";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexClamp::ToEdge:
 | 
			
		||||
        out += var + " = " + "min(" + var + ", 1.0);\n";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexClamp::SymmetricalRepeat:
 | 
			
		||||
        out += var + " = " + "fract(" + var + ");\n";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexClamp::MirroredRepeat: {
 | 
			
		||||
        out +=
 | 
			
		||||
            var + " = int(" + var + ") % 2 == 0 ? fract(" + var + ") : 1.0 - fract(" + var + ");\n";
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    case ProcTexClamp::Pulse:
 | 
			
		||||
        out += var + " = " + var + " > 0.5 ? 1.0 : 0.0;\n";
 | 
			
		||||
        break;
 | 
			
		||||
    default:
 | 
			
		||||
        LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode));
 | 
			
		||||
        out += var + " = " + "min(" + var + ", 1.0);\n";
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
 | 
			
		||||
                                const std::string& map_lut) {
 | 
			
		||||
    std::string combined;
 | 
			
		||||
    switch (combiner) {
 | 
			
		||||
    case ProcTexCombiner::U:
 | 
			
		||||
        combined = "u";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexCombiner::U2:
 | 
			
		||||
        combined = "(u * u)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::V:
 | 
			
		||||
        combined = "v";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::V2:
 | 
			
		||||
        combined = "(v * v)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::Add:
 | 
			
		||||
        combined = "((u + v) * 0.5)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::Add2:
 | 
			
		||||
        combined = "((u * u + v * v) * 0.5)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::SqrtAdd2:
 | 
			
		||||
        combined = "min(sqrt(u * u + v * v), 1.0)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::Min:
 | 
			
		||||
        combined = "min(u, v)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::Max:
 | 
			
		||||
        combined = "max(u, v)";
 | 
			
		||||
        break;
 | 
			
		||||
    case TexturingRegs::ProcTexCombiner::RMax:
 | 
			
		||||
        combined = "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)";
 | 
			
		||||
        break;
 | 
			
		||||
    default:
 | 
			
		||||
        LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner));
 | 
			
		||||
        combined = "0.0";
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
    out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")";
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) {
 | 
			
		||||
    // LUT sampling uitlity
 | 
			
		||||
    // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
 | 
			
		||||
    // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
 | 
			
		||||
    // value entries and difference entries.
 | 
			
		||||
    out += R"(
 | 
			
		||||
float ProcTexLookupLUT(sampler1D lut, float coord) {
 | 
			
		||||
    coord *= 128;
 | 
			
		||||
    float index_i = clamp(floor(coord), 0.0, 127.0);
 | 
			
		||||
    float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
 | 
			
		||||
                                     // extracted as index_i = 127.0 and index_f = 1.0
 | 
			
		||||
    vec2 entry = texelFetch(lut, int(index_i), 0).rg;
 | 
			
		||||
    return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
 | 
			
		||||
}
 | 
			
		||||
    )";
 | 
			
		||||
 | 
			
		||||
    // Noise utility
 | 
			
		||||
    if (config.state.proctex.noise_enable) {
 | 
			
		||||
        // See swrasterizer/proctex.cpp for more information about these functions
 | 
			
		||||
        out += R"(
 | 
			
		||||
int ProcTexNoiseRand1D(int v) {
 | 
			
		||||
    const int table[] = int[](0,4,10,8,4,9,7,12,5,15,13,14,11,15,2,11);
 | 
			
		||||
    return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF];
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float ProcTexNoiseRand2D(vec2 point) {
 | 
			
		||||
    const int table[] = int[](10,2,15,8,0,7,4,5,5,13,2,6,13,9,3,14);
 | 
			
		||||
    int u2 = ProcTexNoiseRand1D(int(point.x));
 | 
			
		||||
    int v2 = ProcTexNoiseRand1D(int(point.y));
 | 
			
		||||
    v2 += ((u2 & 3) == 1) ? 4 : 0;
 | 
			
		||||
    v2 ^= (u2 & 1) * 6;
 | 
			
		||||
    v2 += 10 + u2;
 | 
			
		||||
    v2 &= 0xF;
 | 
			
		||||
    v2 ^= table[u2];
 | 
			
		||||
    return -1.0 + float(v2) * 2.0/ 15.0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
float ProcTexNoiseCoef(vec2 x) {
 | 
			
		||||
    vec2 grid  = 9.0 * proctex_noise_f * abs(x + proctex_noise_p);
 | 
			
		||||
    vec2 point = floor(grid);
 | 
			
		||||
    vec2 frac  = grid - point;
 | 
			
		||||
 | 
			
		||||
    float g0 = ProcTexNoiseRand2D(point) * (frac.x + frac.y);
 | 
			
		||||
    float g1 = ProcTexNoiseRand2D(point + vec2(1.0, 0.0)) * (frac.x + frac.y - 1.0);
 | 
			
		||||
    float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
 | 
			
		||||
    float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
 | 
			
		||||
 | 
			
		||||
    float x_noise = ProcTexLookupLUT(proctex_noise_lut, frac.x);
 | 
			
		||||
    float y_noise = ProcTexLookupLUT(proctex_noise_lut, frac.y);
 | 
			
		||||
    float x0 = mix(g0, g1, x_noise);
 | 
			
		||||
    float x1 = mix(g2, g3, x_noise);
 | 
			
		||||
    return mix(x0, x1, y_noise);
 | 
			
		||||
}
 | 
			
		||||
        )";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    out += "vec4 ProcTex() {\n";
 | 
			
		||||
    out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n";
 | 
			
		||||
 | 
			
		||||
    // Get shift offset before noise generation
 | 
			
		||||
    out += "float u_shift = ";
 | 
			
		||||
    AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift,
 | 
			
		||||
                             config.state.proctex.u_clamp);
 | 
			
		||||
    out += ";\n";
 | 
			
		||||
    out += "float v_shift = ";
 | 
			
		||||
    AppendProcTexShiftOffset(out, "uv.x", config.state.proctex.v_shift,
 | 
			
		||||
                             config.state.proctex.v_clamp);
 | 
			
		||||
    out += ";\n";
 | 
			
		||||
 | 
			
		||||
    // Generate noise
 | 
			
		||||
    if (config.state.proctex.noise_enable) {
 | 
			
		||||
        out += "uv += proctex_noise_a * ProcTexNoiseCoef(uv);\n";
 | 
			
		||||
        out += "uv = abs(uv);\n";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Shift
 | 
			
		||||
    out += "float u = uv.x + u_shift;\n";
 | 
			
		||||
    out += "float v = uv.y + v_shift;\n";
 | 
			
		||||
 | 
			
		||||
    // Clamp
 | 
			
		||||
    AppendProcTexClamp(out, "u", config.state.proctex.u_clamp);
 | 
			
		||||
    AppendProcTexClamp(out, "v", config.state.proctex.v_clamp);
 | 
			
		||||
 | 
			
		||||
    // Combine and map
 | 
			
		||||
    out += "float lut_coord = ";
 | 
			
		||||
    AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map");
 | 
			
		||||
    out += ";\n";
 | 
			
		||||
 | 
			
		||||
    // Look up color
 | 
			
		||||
    // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
 | 
			
		||||
    out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n";
 | 
			
		||||
    // TODO(wwylele): implement mipmap
 | 
			
		||||
    switch (config.state.proctex.lut_filter) {
 | 
			
		||||
    case ProcTexFilter::Linear:
 | 
			
		||||
    case ProcTexFilter::LinearMipmapLinear:
 | 
			
		||||
    case ProcTexFilter::LinearMipmapNearest:
 | 
			
		||||
        out += "int lut_index_i = int(lut_coord) + " +
 | 
			
		||||
               std::to_string(config.state.proctex.lut_offset) + ";\n";
 | 
			
		||||
        out += "float lut_index_f = fract(lut_coord);\n";
 | 
			
		||||
        out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i, 0) + lut_index_f * "
 | 
			
		||||
               "texelFetch(proctex_diff_lut, lut_index_i, 0);\n";
 | 
			
		||||
        break;
 | 
			
		||||
    case ProcTexFilter::Nearest:
 | 
			
		||||
    case ProcTexFilter::NearestMipmapLinear:
 | 
			
		||||
    case ProcTexFilter::NearestMipmapNearest:
 | 
			
		||||
        out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
 | 
			
		||||
        out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)), 0);\n";
 | 
			
		||||
        break;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    if (config.state.proctex.separate_alpha) {
 | 
			
		||||
        // Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
 | 
			
		||||
        // uses the output of CombineAndMap directly instead.
 | 
			
		||||
        out += "float final_alpha = ";
 | 
			
		||||
        AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map");
 | 
			
		||||
        out += ";\n";
 | 
			
		||||
        out += "return vec4(final_color.xyz, final_alpha);\n}\n";
 | 
			
		||||
    } else {
 | 
			
		||||
        out += "return final_color;\n}\n";
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::string GenerateFragmentShader(const PicaShaderConfig& config) {
 | 
			
		||||
    const auto& state = config.state;
 | 
			
		||||
 | 
			
		||||
@@ -735,6 +982,9 @@ layout (std140) uniform shader_data {
 | 
			
		||||
    int scissor_x2;
 | 
			
		||||
    int scissor_y2;
 | 
			
		||||
    vec3 fog_color;
 | 
			
		||||
    vec2 proctex_noise_f;
 | 
			
		||||
    vec2 proctex_noise_a;
 | 
			
		||||
    vec2 proctex_noise_p;
 | 
			
		||||
    vec3 lighting_global_ambient;
 | 
			
		||||
    LightSrc light_src[NUM_LIGHTS];
 | 
			
		||||
    vec4 const_color[NUM_TEV_STAGES];
 | 
			
		||||
@@ -744,12 +994,21 @@ layout (std140) uniform shader_data {
 | 
			
		||||
uniform sampler2D tex[3];
 | 
			
		||||
uniform sampler1D lut[6];
 | 
			
		||||
uniform usampler1D fog_lut;
 | 
			
		||||
uniform sampler1D proctex_noise_lut;
 | 
			
		||||
uniform sampler1D proctex_color_map;
 | 
			
		||||
uniform sampler1D proctex_alpha_map;
 | 
			
		||||
uniform sampler1D proctex_lut;
 | 
			
		||||
uniform sampler1D proctex_diff_lut;
 | 
			
		||||
 | 
			
		||||
// Rotate the vector v by the quaternion q
 | 
			
		||||
vec3 quaternion_rotate(vec4 q, vec3 v) {
 | 
			
		||||
    return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
 | 
			
		||||
}
 | 
			
		||||
})";
 | 
			
		||||
 | 
			
		||||
    if (config.state.proctex.enable)
 | 
			
		||||
        AppendProcTexSampler(out, config);
 | 
			
		||||
 | 
			
		||||
    out += R"(
 | 
			
		||||
void main() {
 | 
			
		||||
vec4 primary_fragment_color = vec4(0.0);
 | 
			
		||||
vec4 secondary_fragment_color = vec4(0.0);
 | 
			
		||||
 
 | 
			
		||||
@@ -113,6 +113,19 @@ union PicaShaderConfig {
 | 
			
		||||
            } lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb;
 | 
			
		||||
        } lighting;
 | 
			
		||||
 | 
			
		||||
        struct {
 | 
			
		||||
            bool enable;
 | 
			
		||||
            u32 coord;
 | 
			
		||||
            Pica::TexturingRegs::ProcTexClamp u_clamp, v_clamp;
 | 
			
		||||
            Pica::TexturingRegs::ProcTexCombiner color_combiner, alpha_combiner;
 | 
			
		||||
            bool separate_alpha;
 | 
			
		||||
            bool noise_enable;
 | 
			
		||||
            Pica::TexturingRegs::ProcTexShift u_shift, v_shift;
 | 
			
		||||
            u32 lut_width;
 | 
			
		||||
            u32 lut_offset;
 | 
			
		||||
            Pica::TexturingRegs::ProcTexFilter lut_filter;
 | 
			
		||||
        } proctex;
 | 
			
		||||
 | 
			
		||||
    } state;
 | 
			
		||||
};
 | 
			
		||||
#if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER)
 | 
			
		||||
 
 | 
			
		||||
@@ -58,6 +58,12 @@ OpenGLState::OpenGLState() {
 | 
			
		||||
 | 
			
		||||
    fog_lut.texture_1d = 0;
 | 
			
		||||
 | 
			
		||||
    proctex_lut.texture_1d = 0;
 | 
			
		||||
    proctex_diff_lut.texture_1d = 0;
 | 
			
		||||
    proctex_color_map.texture_1d = 0;
 | 
			
		||||
    proctex_alpha_map.texture_1d = 0;
 | 
			
		||||
    proctex_noise_lut.texture_1d = 0;
 | 
			
		||||
 | 
			
		||||
    draw.read_framebuffer = 0;
 | 
			
		||||
    draw.draw_framebuffer = 0;
 | 
			
		||||
    draw.vertex_array = 0;
 | 
			
		||||
@@ -201,6 +207,36 @@ void OpenGLState::Apply() const {
 | 
			
		||||
        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);
 | 
			
		||||
        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);
 | 
			
		||||
        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);
 | 
			
		||||
        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);
 | 
			
		||||
        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);
 | 
			
		||||
        glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Framebuffer
 | 
			
		||||
    if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
 | 
			
		||||
        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
 | 
			
		||||
 
 | 
			
		||||
@@ -71,6 +71,26 @@ public:
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } fog_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } proctex_noise_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } proctex_color_map;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } proctex_alpha_map;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } proctex_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
			
		||||
    } proctex_diff_lut;
 | 
			
		||||
 | 
			
		||||
    struct {
 | 
			
		||||
        GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | 
			
		||||
        GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user