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-rw-r--r--src/video_core/pica_state.h12
-rw-r--r--src/video_core/regs_lighting.h2
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp128
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h7
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp110
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp40
-rw-r--r--src/video_core/renderer_opengl/gl_state.h27
7 files changed, 175 insertions, 151 deletions
diff --git a/src/video_core/pica_state.h b/src/video_core/pica_state.h
index f46db09fb..3b00df0b3 100644
--- a/src/video_core/pica_state.h
+++ b/src/video_core/pica_state.h
@@ -87,12 +87,18 @@ struct State {
87 // LUT value, encoded as 12-bit fixed point, with 12 fraction bits 87 // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
88 BitField<0, 12, u32> value; // 0.0.12 fixed point 88 BitField<0, 12, u32> value; // 0.0.12 fixed point
89 89
90 // Used by HW for efficient interpolation, Citra does not use these 90 // Used for efficient interpolation.
91 BitField<12, 12, s32> difference; // 1.0.11 fixed point 91 BitField<12, 11, u32> difference; // 0.0.11 fixed point
92 BitField<23, 1, u32> neg_difference;
92 93
93 float ToFloat() { 94 float ToFloat() const {
94 return static_cast<float>(value) / 4095.f; 95 return static_cast<float>(value) / 4095.f;
95 } 96 }
97
98 float DiffToFloat() const {
99 float diff = static_cast<float>(difference) / 2047.f;
100 return neg_difference ? -diff : diff;
101 }
96 }; 102 };
97 103
98 std::array<std::array<LutEntry, 256>, 24> luts; 104 std::array<std::array<LutEntry, 256>, 24> luts;
diff --git a/src/video_core/regs_lighting.h b/src/video_core/regs_lighting.h
index 7221d1688..b89709cfe 100644
--- a/src/video_core/regs_lighting.h
+++ b/src/video_core/regs_lighting.h
@@ -26,6 +26,8 @@ struct LightingRegs {
26 DistanceAttenuation = 16, 26 DistanceAttenuation = 16,
27 }; 27 };
28 28
29 static constexpr unsigned NumLightingSampler = 24;
30
29 static LightingSampler SpotlightAttenuationSampler(unsigned index) { 31 static LightingSampler SpotlightAttenuationSampler(unsigned index) {
30 return static_cast<LightingSampler>( 32 return static_cast<LightingSampler>(
31 static_cast<unsigned>(LightingSampler::SpotlightAttenuation) + index); 33 static_cast<unsigned>(LightingSampler::SpotlightAttenuation) + index);
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e6cccebf6..8b7991c04 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -49,9 +49,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
49 49
50 uniform_block_data.dirty = true; 50 uniform_block_data.dirty = true;
51 51
52 for (unsigned index = 0; index < lighting_luts.size(); index++) { 52 uniform_block_data.lut_dirty.fill(true);
53 uniform_block_data.lut_dirty[index] = true;
54 }
55 53
56 uniform_block_data.fog_lut_dirty = true; 54 uniform_block_data.fog_lut_dirty = true;
57 55
@@ -96,18 +94,16 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
96 framebuffer.Create(); 94 framebuffer.Create();
97 95
98 // Allocate and bind lighting lut textures 96 // Allocate and bind lighting lut textures
99 for (size_t i = 0; i < lighting_luts.size(); ++i) { 97 lighting_lut_buffer.Create();
100 lighting_luts[i].Create(); 98 state.lighting_lut.texture_buffer = lighting_lut.handle;
101 state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
102 }
103 state.Apply(); 99 state.Apply();
104 100 lighting_lut.Create();
105 for (size_t i = 0; i < lighting_luts.size(); ++i) { 101 glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
106 glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i)); 102 glBufferData(GL_TEXTURE_BUFFER,
107 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); 103 sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
108 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 104 GL_DYNAMIC_DRAW);
109 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 105 glActiveTexture(TextureUnits::LightingLUT.Enum());
110 } 106 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
111 107
112 // Setup the LUT for the fog 108 // Setup the LUT for the fog
113 { 109 {
@@ -116,7 +112,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
116 } 112 }
117 state.Apply(); 113 state.Apply();
118 114
119 glActiveTexture(GL_TEXTURE9); 115 glActiveTexture(TextureUnits::FogLUT.Enum());
120 glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr); 116 glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr);
121 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 117 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
122 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 118 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -125,7 +121,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
125 proctex_noise_lut.Create(); 121 proctex_noise_lut.Create();
126 state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle; 122 state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
127 state.Apply(); 123 state.Apply();
128 glActiveTexture(GL_TEXTURE10); 124 glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
129 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); 125 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
130 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 126 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
131 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 127 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -134,7 +130,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
134 proctex_color_map.Create(); 130 proctex_color_map.Create();
135 state.proctex_color_map.texture_1d = proctex_color_map.handle; 131 state.proctex_color_map.texture_1d = proctex_color_map.handle;
136 state.Apply(); 132 state.Apply();
137 glActiveTexture(GL_TEXTURE11); 133 glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
138 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); 134 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
139 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 135 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
140 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 136 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -143,7 +139,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
143 proctex_alpha_map.Create(); 139 proctex_alpha_map.Create();
144 state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle; 140 state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
145 state.Apply(); 141 state.Apply();
146 glActiveTexture(GL_TEXTURE12); 142 glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
147 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr); 143 glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
148 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 144 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
149 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 145 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -152,7 +148,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
152 proctex_lut.Create(); 148 proctex_lut.Create();
153 state.proctex_lut.texture_1d = proctex_lut.handle; 149 state.proctex_lut.texture_1d = proctex_lut.handle;
154 state.Apply(); 150 state.Apply();
155 glActiveTexture(GL_TEXTURE13); 151 glActiveTexture(TextureUnits::ProcTexLUT.Enum());
156 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); 152 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
157 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 153 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
158 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 154 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -161,7 +157,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
161 proctex_diff_lut.Create(); 157 proctex_diff_lut.Create();
162 state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle; 158 state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
163 state.Apply(); 159 state.Apply();
164 glActiveTexture(GL_TEXTURE14); 160 glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
165 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr); 161 glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
166 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 162 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
167 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 163 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -313,7 +309,7 @@ void RasterizerOpenGL::DrawTriangles() {
313 } 309 }
314 310
315 // Sync the lighting luts 311 // Sync the lighting luts
316 for (unsigned index = 0; index < lighting_luts.size(); index++) { 312 for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) {
317 if (uniform_block_data.lut_dirty[index]) { 313 if (uniform_block_data.lut_dirty[index]) {
318 SyncLightingLUT(index); 314 SyncLightingLUT(index);
319 uniform_block_data.lut_dirty[index] = false; 315 uniform_block_data.lut_dirty[index] = false;
@@ -851,7 +847,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
851 case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce): 847 case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
852 case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): { 848 case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
853 auto& lut_config = regs.lighting.lut_config; 849 auto& lut_config = regs.lighting.lut_config;
854 uniform_block_data.lut_dirty[lut_config.type / 4] = true; 850 uniform_block_data.lut_dirty[lut_config.type] = true;
855 break; 851 break;
856 } 852 }
857 } 853 }
@@ -1187,77 +1183,57 @@ void RasterizerOpenGL::SetShader() {
1187 state.Apply(); 1183 state.Apply();
1188 1184
1189 // Set the texture samplers to correspond to different texture units 1185 // Set the texture samplers to correspond to different texture units
1190 GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); 1186 GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
1191 if (uniform_tex != -1) { 1187 if (uniform_tex != -1) {
1192 glUniform1i(uniform_tex, 0); 1188 glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
1193 } 1189 }
1194 uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); 1190 uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
1195 if (uniform_tex != -1) { 1191 if (uniform_tex != -1) {
1196 glUniform1i(uniform_tex, 1); 1192 glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
1197 } 1193 }
1198 uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); 1194 uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
1199 if (uniform_tex != -1) { 1195 if (uniform_tex != -1) {
1200 glUniform1i(uniform_tex, 2); 1196 glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
1201 } 1197 }
1202 1198
1203 // Set the texture samplers to correspond to different lookup table texture units 1199 // Set the texture samplers to correspond to different lookup table texture units
1204 GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]"); 1200 GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
1205 if (uniform_lut != -1) {
1206 glUniform1i(uniform_lut, 3);
1207 }
1208 uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
1209 if (uniform_lut != -1) {
1210 glUniform1i(uniform_lut, 4);
1211 }
1212 uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
1213 if (uniform_lut != -1) {
1214 glUniform1i(uniform_lut, 5);
1215 }
1216 uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
1217 if (uniform_lut != -1) { 1201 if (uniform_lut != -1) {
1218 glUniform1i(uniform_lut, 6); 1202 glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
1219 }
1220 uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
1221 if (uniform_lut != -1) {
1222 glUniform1i(uniform_lut, 7);
1223 }
1224 uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
1225 if (uniform_lut != -1) {
1226 glUniform1i(uniform_lut, 8);
1227 } 1203 }
1228 1204
1229 GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); 1205 GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
1230 if (uniform_fog_lut != -1) { 1206 if (uniform_fog_lut != -1) {
1231 glUniform1i(uniform_fog_lut, 9); 1207 glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
1232 } 1208 }
1233 1209
1234 GLuint uniform_proctex_noise_lut = 1210 GLint uniform_proctex_noise_lut =
1235 glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); 1211 glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
1236 if (uniform_proctex_noise_lut != -1) { 1212 if (uniform_proctex_noise_lut != -1) {
1237 glUniform1i(uniform_proctex_noise_lut, 10); 1213 glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
1238 } 1214 }
1239 1215
1240 GLuint uniform_proctex_color_map = 1216 GLint uniform_proctex_color_map =
1241 glGetUniformLocation(shader->shader.handle, "proctex_color_map"); 1217 glGetUniformLocation(shader->shader.handle, "proctex_color_map");
1242 if (uniform_proctex_color_map != -1) { 1218 if (uniform_proctex_color_map != -1) {
1243 glUniform1i(uniform_proctex_color_map, 11); 1219 glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
1244 } 1220 }
1245 1221
1246 GLuint uniform_proctex_alpha_map = 1222 GLint uniform_proctex_alpha_map =
1247 glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); 1223 glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
1248 if (uniform_proctex_alpha_map != -1) { 1224 if (uniform_proctex_alpha_map != -1) {
1249 glUniform1i(uniform_proctex_alpha_map, 12); 1225 glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
1250 } 1226 }
1251 1227
1252 GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); 1228 GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
1253 if (uniform_proctex_lut != -1) { 1229 if (uniform_proctex_lut != -1) {
1254 glUniform1i(uniform_proctex_lut, 13); 1230 glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
1255 } 1231 }
1256 1232
1257 GLuint uniform_proctex_diff_lut = 1233 GLint uniform_proctex_diff_lut =
1258 glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); 1234 glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
1259 if (uniform_proctex_diff_lut != -1) { 1235 if (uniform_proctex_diff_lut != -1) {
1260 glUniform1i(uniform_proctex_diff_lut, 14); 1236 glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
1261 } 1237 }
1262 1238
1263 current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); 1239 current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
@@ -1387,7 +1363,7 @@ void RasterizerOpenGL::SyncFogLUT() {
1387 1363
1388 if (new_data != fog_lut_data) { 1364 if (new_data != fog_lut_data) {
1389 fog_lut_data = new_data; 1365 fog_lut_data = new_data;
1390 glActiveTexture(GL_TEXTURE9); 1366 glActiveTexture(TextureUnits::FogLUT.Enum());
1391 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, 1367 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT,
1392 fog_lut_data.data()); 1368 fog_lut_data.data());
1393 } 1369 }
@@ -1426,17 +1402,18 @@ static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntr
1426} 1402}
1427 1403
1428void RasterizerOpenGL::SyncProcTexNoiseLUT() { 1404void RasterizerOpenGL::SyncProcTexNoiseLUT() {
1429 SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10); 1405 SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
1406 TextureUnits::ProcTexNoiseLUT.Enum());
1430} 1407}
1431 1408
1432void RasterizerOpenGL::SyncProcTexColorMap() { 1409void RasterizerOpenGL::SyncProcTexColorMap() {
1433 SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, 1410 SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
1434 GL_TEXTURE11); 1411 TextureUnits::ProcTexColorMap.Enum());
1435} 1412}
1436 1413
1437void RasterizerOpenGL::SyncProcTexAlphaMap() { 1414void RasterizerOpenGL::SyncProcTexAlphaMap() {
1438 SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, 1415 SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
1439 GL_TEXTURE12); 1416 TextureUnits::ProcTexAlphaMap.Enum());
1440} 1417}
1441 1418
1442void RasterizerOpenGL::SyncProcTexLUT() { 1419void RasterizerOpenGL::SyncProcTexLUT() {
@@ -1451,7 +1428,7 @@ void RasterizerOpenGL::SyncProcTexLUT() {
1451 1428
1452 if (new_data != proctex_lut_data) { 1429 if (new_data != proctex_lut_data) {
1453 proctex_lut_data = new_data; 1430 proctex_lut_data = new_data;
1454 glActiveTexture(GL_TEXTURE13); 1431 glActiveTexture(TextureUnits::ProcTexLUT.Enum());
1455 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data()); 1432 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
1456 } 1433 }
1457} 1434}
@@ -1468,7 +1445,7 @@ void RasterizerOpenGL::SyncProcTexDiffLUT() {
1468 1445
1469 if (new_data != proctex_diff_lut_data) { 1446 if (new_data != proctex_diff_lut_data) {
1470 proctex_diff_lut_data = new_data; 1447 proctex_diff_lut_data = new_data;
1471 glActiveTexture(GL_TEXTURE14); 1448 glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
1472 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data()); 1449 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
1473 } 1450 }
1474} 1451}
@@ -1571,20 +1548,17 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
1571} 1548}
1572 1549
1573void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { 1550void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
1574 std::array<GLvec4, 256> new_data; 1551 std::array<GLvec2, 256> new_data;
1575 1552 const auto& source_lut = Pica::g_state.lighting.luts[lut_index];
1576 for (unsigned offset = 0; offset < new_data.size(); ++offset) { 1553 std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) {
1577 new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat(); 1554 return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
1578 new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat(); 1555 });
1579 new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
1580 new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
1581 }
1582 1556
1583 if (new_data != lighting_lut_data[lut_index]) { 1557 if (new_data != lighting_lut_data[lut_index]) {
1584 lighting_lut_data[lut_index] = new_data; 1558 lighting_lut_data[lut_index] = new_data;
1585 glActiveTexture(GL_TEXTURE3 + lut_index); 1559 glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
1586 glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, 1560 glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2),
1587 lighting_lut_data[lut_index].data()); 1561 new_data.size() * sizeof(GLvec2), new_data.data());
1588 } 1562 }
1589} 1563}
1590 1564
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index d9a3e9d1c..79acd4230 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -263,7 +263,7 @@ private:
263 263
264 struct { 264 struct {
265 UniformData data; 265 UniformData data;
266 bool lut_dirty[6]; 266 std::array<bool, Pica::LightingRegs::NumLightingSampler> lut_dirty;
267 bool fog_lut_dirty; 267 bool fog_lut_dirty;
268 bool proctex_noise_lut_dirty; 268 bool proctex_noise_lut_dirty;
269 bool proctex_color_map_dirty; 269 bool proctex_color_map_dirty;
@@ -279,8 +279,9 @@ private:
279 OGLBuffer uniform_buffer; 279 OGLBuffer uniform_buffer;
280 OGLFramebuffer framebuffer; 280 OGLFramebuffer framebuffer;
281 281
282 std::array<OGLTexture, 6> lighting_luts; 282 OGLBuffer lighting_lut_buffer;
283 std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{}; 283 OGLTexture lighting_lut;
284 std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
284 285
285 OGLTexture fog_lut; 286 OGLTexture fog_lut;
286 std::array<GLuint, 128> fog_lut_data{}; 287 std::array<GLuint, 128> fog_lut_data{};
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 540cbb9d0..0c7c4dd5c 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -562,9 +562,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
562 out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n"; 562 out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
563 out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n"; 563 out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
564 564
565 // Gets the index into the specified lookup table for specular lighting 565 // Samples the specified lookup table for specular lighting
566 auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, 566 auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
567 bool abs) { 567 LightingRegs::LightingLutInput input, bool abs) {
568 std::string index; 568 std::string index;
569 switch (input) { 569 switch (input) {
570 case LightingRegs::LightingLutInput::NH: 570 case LightingRegs::LightingLutInput::NH:
@@ -610,22 +610,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
610 break; 610 break;
611 } 611 }
612 612
613 std::string sampler_string = std::to_string(static_cast<unsigned>(sampler));
614
613 if (abs) { 615 if (abs) {
614 // LUT index is in the range of (0.0, 1.0) 616 // LUT index is in the range of (0.0, 1.0)
615 index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" 617 index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
616 : "max(" + index + ", 0.0)"; 618 : "max(" + index + ", 0.0)";
619 return "LookupLightingLUTUnsigned(" + sampler_string + ", " + index + ")";
617 } else { 620 } else {
618 // LUT index is in the range of (-1.0, 1.0) 621 // LUT index is in the range of (-1.0, 1.0)
619 index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0"; 622 return "LookupLightingLUTSigned(" + sampler_string + ", " + index + ")";
620 } 623 }
621 624
622 return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
623 };
624
625 // Gets the lighting lookup table value given the specified sampler and index
626 auto GetLutValue = [](LightingRegs::LightingSampler sampler, std::string lut_index) {
627 return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " +
628 lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]");
629 }; 625 };
630 626
631 // Write the code to emulate each enabled light 627 // Write the code to emulate each enabled light
@@ -653,21 +649,21 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
653 if (light_config.spot_atten_enable && 649 if (light_config.spot_atten_enable &&
654 LightingRegs::IsLightingSamplerSupported( 650 LightingRegs::IsLightingSamplerSupported(
655 lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) { 651 lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
656 std::string index = 652 std::string value =
657 GetLutIndex(light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input); 653 GetLutValue(LightingRegs::SpotlightAttenuationSampler(light_config.num),
658 auto sampler = LightingRegs::SpotlightAttenuationSampler(light_config.num); 654 light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
659 spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " + 655 spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " + value + ")";
660 GetLutValue(sampler, index) + ")";
661 } 656 }
662 657
663 // If enabled, compute distance attenuation value 658 // If enabled, compute distance attenuation value
664 std::string dist_atten = "1.0"; 659 std::string dist_atten = "1.0";
665 if (light_config.dist_atten_enable) { 660 if (light_config.dist_atten_enable) {
666 std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + 661 std::string index = "clamp(" + light_src + ".dist_atten_scale * length(-view - " +
667 light_src + ".position) + " + light_src + ".dist_atten_bias)"; 662 light_src + ".position) + " + light_src +
668 index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))"; 663 ".dist_atten_bias, 0.0, 1.0)";
669 auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num); 664 auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
670 dist_atten = GetLutValue(sampler, index); 665 dist_atten = "LookupLightingLUTUnsigned(" +
666 std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")";
671 } 667 }
672 668
673 // If enabled, clamp specular component if lighting result is negative 669 // If enabled, clamp specular component if lighting result is negative
@@ -686,10 +682,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
686 LightingRegs::IsLightingSamplerSupported( 682 LightingRegs::IsLightingSamplerSupported(
687 lighting.config, LightingRegs::LightingSampler::Distribution0)) { 683 lighting.config, LightingRegs::LightingSampler::Distribution0)) {
688 // Lookup specular "distribution 0" LUT value 684 // Lookup specular "distribution 0" LUT value
689 std::string index = 685 std::string value =
690 GetLutIndex(light_config.num, lighting.lut_d0.type, lighting.lut_d0.abs_input); 686 GetLutValue(LightingRegs::LightingSampler::Distribution0, light_config.num,
691 d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " + 687 lighting.lut_d0.type, lighting.lut_d0.abs_input);
692 GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")"; 688 d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " + value + ")";
693 } 689 }
694 std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; 690 std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
695 if (light_config.geometric_factor_0) { 691 if (light_config.geometric_factor_0) {
@@ -700,10 +696,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
700 if (lighting.lut_rr.enable && 696 if (lighting.lut_rr.enable &&
701 LightingRegs::IsLightingSamplerSupported(lighting.config, 697 LightingRegs::IsLightingSamplerSupported(lighting.config,
702 LightingRegs::LightingSampler::ReflectRed)) { 698 LightingRegs::LightingSampler::ReflectRed)) {
703 std::string index = 699 std::string value =
704 GetLutIndex(light_config.num, lighting.lut_rr.type, lighting.lut_rr.abs_input); 700 GetLutValue(LightingRegs::LightingSampler::ReflectRed, light_config.num,
705 std::string value = "(" + std::to_string(lighting.lut_rr.scale) + " * " + 701 lighting.lut_rr.type, lighting.lut_rr.abs_input);
706 GetLutValue(LightingRegs::LightingSampler::ReflectRed, index) + ")"; 702 value = "(" + std::to_string(lighting.lut_rr.scale) + " * " + value + ")";
707 out += "refl_value.r = " + value + ";\n"; 703 out += "refl_value.r = " + value + ";\n";
708 } else { 704 } else {
709 out += "refl_value.r = 1.0;\n"; 705 out += "refl_value.r = 1.0;\n";
@@ -713,11 +709,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
713 if (lighting.lut_rg.enable && 709 if (lighting.lut_rg.enable &&
714 LightingRegs::IsLightingSamplerSupported(lighting.config, 710 LightingRegs::IsLightingSamplerSupported(lighting.config,
715 LightingRegs::LightingSampler::ReflectGreen)) { 711 LightingRegs::LightingSampler::ReflectGreen)) {
716 std::string index = 712 std::string value =
717 GetLutIndex(light_config.num, lighting.lut_rg.type, lighting.lut_rg.abs_input); 713 GetLutValue(LightingRegs::LightingSampler::ReflectGreen, light_config.num,
718 std::string value = "(" + std::to_string(lighting.lut_rg.scale) + " * " + 714 lighting.lut_rg.type, lighting.lut_rg.abs_input);
719 GetLutValue(LightingRegs::LightingSampler::ReflectGreen, index) + 715 value = "(" + std::to_string(lighting.lut_rg.scale) + " * " + value + ")";
720 ")";
721 out += "refl_value.g = " + value + ";\n"; 716 out += "refl_value.g = " + value + ";\n";
722 } else { 717 } else {
723 out += "refl_value.g = refl_value.r;\n"; 718 out += "refl_value.g = refl_value.r;\n";
@@ -727,11 +722,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
727 if (lighting.lut_rb.enable && 722 if (lighting.lut_rb.enable &&
728 LightingRegs::IsLightingSamplerSupported(lighting.config, 723 LightingRegs::IsLightingSamplerSupported(lighting.config,
729 LightingRegs::LightingSampler::ReflectBlue)) { 724 LightingRegs::LightingSampler::ReflectBlue)) {
730 std::string index = 725 std::string value =
731 GetLutIndex(light_config.num, lighting.lut_rb.type, lighting.lut_rb.abs_input); 726 GetLutValue(LightingRegs::LightingSampler::ReflectBlue, light_config.num,
732 std::string value = "(" + std::to_string(lighting.lut_rb.scale) + " * " + 727 lighting.lut_rb.type, lighting.lut_rb.abs_input);
733 GetLutValue(LightingRegs::LightingSampler::ReflectBlue, index) + 728 value = "(" + std::to_string(lighting.lut_rb.scale) + " * " + value + ")";
734 ")";
735 out += "refl_value.b = " + value + ";\n"; 729 out += "refl_value.b = " + value + ";\n";
736 } else { 730 } else {
737 out += "refl_value.b = refl_value.r;\n"; 731 out += "refl_value.b = refl_value.r;\n";
@@ -743,10 +737,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
743 LightingRegs::IsLightingSamplerSupported( 737 LightingRegs::IsLightingSamplerSupported(
744 lighting.config, LightingRegs::LightingSampler::Distribution1)) { 738 lighting.config, LightingRegs::LightingSampler::Distribution1)) {
745 // Lookup specular "distribution 1" LUT value 739 // Lookup specular "distribution 1" LUT value
746 std::string index = 740 std::string value =
747 GetLutIndex(light_config.num, lighting.lut_d1.type, lighting.lut_d1.abs_input); 741 GetLutValue(LightingRegs::LightingSampler::Distribution1, light_config.num,
748 d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " + 742 lighting.lut_d1.type, lighting.lut_d1.abs_input);
749 GetLutValue(LightingRegs::LightingSampler::Distribution1, index) + ")"; 743 d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " + value + ")";
750 } 744 }
751 std::string specular_1 = 745 std::string specular_1 =
752 "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; 746 "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
@@ -759,10 +753,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
759 LightingRegs::IsLightingSamplerSupported(lighting.config, 753 LightingRegs::IsLightingSamplerSupported(lighting.config,
760 LightingRegs::LightingSampler::Fresnel)) { 754 LightingRegs::LightingSampler::Fresnel)) {
761 // Lookup fresnel LUT value 755 // Lookup fresnel LUT value
762 std::string index = 756 std::string value =
763 GetLutIndex(light_config.num, lighting.lut_fr.type, lighting.lut_fr.abs_input); 757 GetLutValue(LightingRegs::LightingSampler::Fresnel, light_config.num,
764 std::string value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + 758 lighting.lut_fr.type, lighting.lut_fr.abs_input);
765 GetLutValue(LightingRegs::LightingSampler::Fresnel, index) + ")"; 759 value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
766 760
767 // Enabled for difffuse lighting alpha component 761 // Enabled for difffuse lighting alpha component
768 if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || 762 if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
@@ -1016,10 +1010,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
1016#define NUM_TEV_STAGES 6 1010#define NUM_TEV_STAGES 6
1017#define NUM_LIGHTS 8 1011#define NUM_LIGHTS 8
1018 1012
1019// Texture coordinate offsets and scales
1020#define OFFSET_256 (0.5 / 256.0)
1021#define SCALE_256 (255.0 / 256.0)
1022
1023in vec4 primary_color; 1013in vec4 primary_color;
1024in vec2 texcoord[3]; 1014in vec2 texcoord[3];
1025in float texcoord0_w; 1015in float texcoord0_w;
@@ -1061,7 +1051,7 @@ layout (std140) uniform shader_data {
1061}; 1051};
1062 1052
1063uniform sampler2D tex[3]; 1053uniform sampler2D tex[3];
1064uniform sampler1D lut[6]; 1054uniform samplerBuffer lighting_lut;
1065uniform usampler1D fog_lut; 1055uniform usampler1D fog_lut;
1066uniform sampler1D proctex_noise_lut; 1056uniform sampler1D proctex_noise_lut;
1067uniform sampler1D proctex_color_map; 1057uniform sampler1D proctex_color_map;
@@ -1074,6 +1064,24 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
1074 return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); 1064 return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
1075} 1065}
1076 1066
1067float LookupLightingLUT(int lut_index, int index, float delta) {
1068 vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg;
1069 return entry.r + entry.g * delta;
1070}
1071
1072float LookupLightingLUTUnsigned(int lut_index, float pos) {
1073 int index = clamp(int(pos * 256.0), 0, 255);
1074 float delta = pos * 256.0 - index;
1075 return LookupLightingLUT(lut_index, index, delta);
1076}
1077
1078float LookupLightingLUTSigned(int lut_index, float pos) {
1079 int index = clamp(int(pos * 128.0), -128, 127);
1080 float delta = pos * 128.0 - index;
1081 if (index < 0) index += 256;
1082 return LookupLightingLUT(lut_index, index, delta);
1083}
1084
1077)"; 1085)";
1078 1086
1079 if (config.state.proctex.enable) 1087 if (config.state.proctex.enable)
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index bf837a7fb..14e63115c 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -52,9 +52,7 @@ OpenGLState::OpenGLState() {
52 texture_unit.sampler = 0; 52 texture_unit.sampler = 0;
53 } 53 }
54 54
55 for (auto& lut : lighting_luts) { 55 lighting_lut.texture_buffer = 0;
56 lut.texture_1d = 0;
57 }
58 56
59 fog_lut.texture_1d = 0; 57 fog_lut.texture_1d = 0;
60 58
@@ -185,7 +183,7 @@ void OpenGLState::Apply() const {
185 // Textures 183 // Textures
186 for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { 184 for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) {
187 if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { 185 if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
188 glActiveTexture(GL_TEXTURE0 + i); 186 glActiveTexture(TextureUnits::PicaTexture(i).Enum());
189 glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); 187 glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
190 } 188 }
191 if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { 189 if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
@@ -194,46 +192,44 @@ void OpenGLState::Apply() const {
194 } 192 }
195 193
196 // Lighting LUTs 194 // Lighting LUTs
197 for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) { 195 if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
198 if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) { 196 glActiveTexture(TextureUnits::LightingLUT.Enum());
199 glActiveTexture(GL_TEXTURE3 + i); 197 glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
200 glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
201 }
202 } 198 }
203 199
204 // Fog LUT 200 // Fog LUT
205 if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) { 201 if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
206 glActiveTexture(GL_TEXTURE9); 202 glActiveTexture(TextureUnits::FogLUT.Enum());
207 glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); 203 glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
208 } 204 }
209 205
210 // ProcTex Noise LUT 206 // ProcTex Noise LUT
211 if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) { 207 if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) {
212 glActiveTexture(GL_TEXTURE10); 208 glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
213 glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d); 209 glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d);
214 } 210 }
215 211
216 // ProcTex Color Map 212 // ProcTex Color Map
217 if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) { 213 if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) {
218 glActiveTexture(GL_TEXTURE11); 214 glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
219 glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d); 215 glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d);
220 } 216 }
221 217
222 // ProcTex Alpha Map 218 // ProcTex Alpha Map
223 if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) { 219 if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) {
224 glActiveTexture(GL_TEXTURE12); 220 glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
225 glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d); 221 glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d);
226 } 222 }
227 223
228 // ProcTex LUT 224 // ProcTex LUT
229 if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) { 225 if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) {
230 glActiveTexture(GL_TEXTURE13); 226 glActiveTexture(TextureUnits::ProcTexLUT.Enum());
231 glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d); 227 glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d);
232 } 228 }
233 229
234 // ProcTex Diff LUT 230 // ProcTex Diff LUT
235 if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) { 231 if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) {
236 glActiveTexture(GL_TEXTURE14); 232 glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
237 glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d); 233 glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
238 } 234 }
239 235
@@ -274,6 +270,20 @@ void OpenGLState::ResetTexture(GLuint handle) {
274 unit.texture_2d = 0; 270 unit.texture_2d = 0;
275 } 271 }
276 } 272 }
273 if (cur_state.lighting_lut.texture_buffer == handle)
274 cur_state.lighting_lut.texture_buffer = 0;
275 if (cur_state.fog_lut.texture_1d == handle)
276 cur_state.fog_lut.texture_1d = 0;
277 if (cur_state.proctex_noise_lut.texture_1d == handle)
278 cur_state.proctex_noise_lut.texture_1d = 0;
279 if (cur_state.proctex_color_map.texture_1d == handle)
280 cur_state.proctex_color_map.texture_1d = 0;
281 if (cur_state.proctex_alpha_map.texture_1d == handle)
282 cur_state.proctex_alpha_map.texture_1d = 0;
283 if (cur_state.proctex_lut.texture_1d == handle)
284 cur_state.proctex_lut.texture_1d = 0;
285 if (cur_state.proctex_diff_lut.texture_1d == handle)
286 cur_state.proctex_diff_lut.texture_1d = 0;
277} 287}
278 288
279void OpenGLState::ResetSampler(GLuint handle) { 289void OpenGLState::ResetSampler(GLuint handle) {
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 7dcc03bd5..bb0218708 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -6,6 +6,29 @@
6 6
7#include <glad/glad.h> 7#include <glad/glad.h>
8 8
9namespace TextureUnits {
10
11struct TextureUnit {
12 GLint id;
13 constexpr GLenum Enum() const {
14 return static_cast<GLenum>(GL_TEXTURE0 + id);
15 }
16};
17
18constexpr TextureUnit PicaTexture(int unit) {
19 return TextureUnit{unit};
20}
21
22constexpr TextureUnit LightingLUT{3};
23constexpr TextureUnit FogLUT{4};
24constexpr TextureUnit ProcTexNoiseLUT{5};
25constexpr TextureUnit ProcTexColorMap{6};
26constexpr TextureUnit ProcTexAlphaMap{7};
27constexpr TextureUnit ProcTexLUT{8};
28constexpr TextureUnit ProcTexDiffLUT{9};
29
30} // namespace TextureUnits
31
9class OpenGLState { 32class OpenGLState {
10public: 33public:
11 struct { 34 struct {
@@ -64,8 +87,8 @@ public:
64 } texture_units[3]; 87 } texture_units[3];
65 88
66 struct { 89 struct {
67 GLuint texture_1d; // GL_TEXTURE_BINDING_1D 90 GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
68 } lighting_luts[6]; 91 } lighting_lut;
69 92
70 struct { 93 struct {
71 GLuint texture_1d; // GL_TEXTURE_BINDING_1D 94 GLuint texture_1d; // GL_TEXTURE_BINDING_1D