move utils texture to sampler 8+9
rasterfont tex will aways bound to samp8. efb copy utils will be done in samp9.
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parent
6401a18143
commit
074f73c641
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@ -90,6 +90,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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float samples = (float)GetEncodedSampleCount(format);
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if (ApiType == API_OPENGL)
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{
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WRITE(p, "#define samp0 samp9\n");
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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@ -171,6 +172,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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if (ApiType == API_OPENGL)
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{
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WRITE(p, "#define samp0 samp9\n");
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WRITE(p, "uniform sampler2DRect samp0;\n");
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}
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else if (ApiType & API_D3D9)
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@ -86,7 +86,7 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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// Bind Texture Sampler
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for (int a = 0; a < 8; ++a)
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for (int a = 0; a <= 9; ++a)
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{
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char name[8];
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snprintf(name, 8, "samp%d", a);
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@ -141,12 +141,12 @@ static const char *s_vertexShaderSrc =
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static const char *s_fragmentShaderSrc =
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"#version 130\n"
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"uniform sampler2D samp0;\n"
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"uniform sampler2D samp8;\n"
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"uniform vec4 color;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = texture2D(samp0,uv0) * color;\n"
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" ocol0 = texture2D(samp8,uv0) * color;\n"
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"}\n";
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@ -157,6 +157,7 @@ RasterFont::RasterFont()
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{
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// generate the texture
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0+8);
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glBindTexture(GL_TEXTURE_2D, texture);
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u32* texture_data = new u32[char_width*char_count*char_height];
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for(u32 y=0; y<char_height; y++) {
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@ -280,8 +281,7 @@ void RasterFont::printMultilineText(const char *text, double start_x, double sta
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cached_color = color;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glActiveTexture(GL_TEXTURE0+8);
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glDrawArrays(GL_TRIANGLES, 0, usage/4);
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}
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@ -1437,6 +1437,8 @@ void Renderer::RestoreAPIState()
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VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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vm->m_last_vao = 0;
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TextureCache::SetStage();
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}
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void Renderer::SetGenerationMode()
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@ -97,8 +97,11 @@ bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width
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int width = std::max(virtual_width >> level, 1);
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int height = std::max(virtual_height >> level, 1);
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std::vector<u32> data(width * height);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
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glBindTexture(textarget, 0);
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TextureCache::SetStage();
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const GLenum err = GL_REPORT_ERROR();
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if (GL_NO_ERROR != err)
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@ -254,6 +257,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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unsigned int scaled_tex_w, unsigned int scaled_tex_h)
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{
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TCacheEntry *const entry = new TCacheEntry;
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_2D, entry->texture);
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GL_REPORT_ERRORD();
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@ -267,6 +271,10 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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glTexImage2D(GL_TEXTURE_2D, 0, gl_iformat, scaled_tex_w, scaled_tex_h, 0, gl_format, gl_type, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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SetStage();
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GL_REPORT_ERRORD();
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return entry;
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@ -295,8 +303,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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GL_REPORT_FBO_ERROR();
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GL_REPORT_ERRORD();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_RECTANGLE, read_texture);
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glViewport(0, 0, virtual_width, virtual_height);
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@ -446,7 +453,7 @@ TextureCache::TextureCache()
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const char *pColorMatrixProg =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[7];\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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@ -454,7 +461,7 @@ TextureCache::TextureCache()
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"void main(){\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, uv0);\n"
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" Temp0 = texture2DRect(samp9, uv0);\n"
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" Temp0 = Temp0 * colmat[5];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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@ -474,7 +481,7 @@ TextureCache::TextureCache()
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const char *pDepthMatrixProg =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp9;\n"
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"uniform vec4 colmat[5];\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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@ -483,7 +490,7 @@ TextureCache::TextureCache()
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp0, uv0);\n"
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" R2 = texture2DRect(samp9, uv0);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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@ -555,4 +562,9 @@ void TextureCache::DisableStage(unsigned int stage)
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{
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}
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void TextureCache::SetStage ()
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{
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}
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}
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@ -34,6 +34,7 @@ class TextureCache : public ::TextureCache
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public:
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TextureCache();
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static void DisableStage(unsigned int stage);
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static void SetStage();
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private:
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struct TCacheEntry : TCacheEntryBase
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@ -73,13 +73,13 @@ void CreatePrograms()
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const char *FProgramRgbToYuyv =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp9;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec3 c0 = texture2DRect(samp0, uv0).rgb;\n"
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" vec3 c1 = texture2DRect(samp0, uv0 + vec2(1.0, 0.0)).rgb;\n"
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" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
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" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
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" vec3 c01 = (c0 + c1) * 0.5;\n"
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" vec3 y_const = vec3(0.257,0.504,0.098);\n"
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" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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@ -93,12 +93,12 @@ void CreatePrograms()
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const char *FProgramYuyvToRgb =
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"#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect samp0;\n"
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"uniform sampler2DRect samp9;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"void main()\n"
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"{\n"
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" vec4 c0 = texture2DRect(samp0, uv0).rgba;\n"
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" vec4 c0 = texture2DRect(samp9, uv0).rgba;\n"
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" float f = step(0.5, fract(uv0.x));\n"
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" float y = mix(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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@ -237,12 +237,8 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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for (int i = 1; i < 8; ++i)
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TextureCache::DisableStage(i);
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// set source texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_RECTANGLE, srcTexture);
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if (linearFilter)
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@ -415,13 +411,9 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
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GL_REPORT_FBO_ERROR();
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for (int i = 1; i < 8; ++i)
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TextureCache::DisableStage(i);
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// activate source texture
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// set srcAddr as data for source texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0+9);
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glBindTexture(GL_TEXTURE_RECTANGLE, s_srcTexture);
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// TODO: make this less slow. (How?)
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@ -469,7 +461,6 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
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// reset state
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureCache::DisableStage(0);
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VertexShaderManager::SetViewportChanged();
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