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	Merge pull request #1875 from JayFoxRox/fog
Implement standard fog (fog mode 5)
This commit is contained in:
		
						commit
						7d2d6e5f78
					
				@ -423,6 +423,20 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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            break;
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					            break;
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        }
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					        }
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
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					        case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
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					        {
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					            g_state.fog.lut[regs.fog_lut_offset % 128].raw = value;
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					            regs.fog_lut_offset.Assign(regs.fog_lut_offset + 1);
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					            break;
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					        }
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        default:
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					        default:
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            break;
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					            break;
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    }
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					    }
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@ -401,22 +401,47 @@ struct Regs {
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    TevStageConfig tev_stage3;
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					    TevStageConfig tev_stage3;
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    INSERT_PADDING_WORDS(0x3);
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					    INSERT_PADDING_WORDS(0x3);
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					    enum class FogMode : u32 {
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					        None = 0,
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					        Fog  = 5,
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					        Gas  = 7,
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					    };
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    union {
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					    union {
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        // Tev stages 0-3 write their output to the combiner buffer if the corresponding bit in
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					        BitField<0, 3, FogMode> fog_mode;
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        // these masks are set
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					        BitField<16, 1, u32> fog_flip;
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        BitField< 8, 4, u32> update_mask_rgb;
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        BitField<12, 4, u32> update_mask_a;
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        bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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					        union {
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            return (stage_index < 4) && (update_mask_rgb & (1 << stage_index));
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					            // Tev stages 0-3 write their output to the combiner buffer if the corresponding bit in
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        }
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					            // these masks are set
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					            BitField< 8, 4, u32> update_mask_rgb;
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					            BitField<12, 4, u32> update_mask_a;
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        bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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					            bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
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            return (stage_index < 4) && (update_mask_a & (1 << stage_index));
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					                return (stage_index < 4) && (update_mask_rgb & (1 << stage_index));
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        }
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					            }
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    } tev_combiner_buffer_input;
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					            bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
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					                return (stage_index < 4) && (update_mask_a & (1 << stage_index));
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					            }
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					        } tev_combiner_buffer_input;
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					    };
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					    union {
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					        u32 raw;
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					        BitField< 0, 8, u32> r;
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					        BitField< 8, 8, u32> g;
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					        BitField<16, 8, u32> b;
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					    } fog_color;
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					    INSERT_PADDING_WORDS(0x4);
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					    BitField<0, 16, u32> fog_lut_offset;
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					    INSERT_PADDING_WORDS(0x1);
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					    u32 fog_lut_data[8];
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    INSERT_PADDING_WORDS(0xf);
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    TevStageConfig tev_stage4;
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					    TevStageConfig tev_stage4;
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    INSERT_PADDING_WORDS(0x3);
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					    INSERT_PADDING_WORDS(0x3);
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    TevStageConfig tev_stage5;
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					    TevStageConfig tev_stage5;
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@ -1318,6 +1343,10 @@ ASSERT_REG_POSITION(tev_stage1, 0xc8);
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ASSERT_REG_POSITION(tev_stage2, 0xd0);
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					ASSERT_REG_POSITION(tev_stage2, 0xd0);
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ASSERT_REG_POSITION(tev_stage3, 0xd8);
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					ASSERT_REG_POSITION(tev_stage3, 0xd8);
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ASSERT_REG_POSITION(tev_combiner_buffer_input, 0xe0);
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					ASSERT_REG_POSITION(tev_combiner_buffer_input, 0xe0);
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					ASSERT_REG_POSITION(fog_mode, 0xe0);
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					ASSERT_REG_POSITION(fog_color, 0xe1);
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					ASSERT_REG_POSITION(fog_lut_offset, 0xe6);
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					ASSERT_REG_POSITION(fog_lut_data, 0xe8);
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ASSERT_REG_POSITION(tev_stage4, 0xf0);
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					ASSERT_REG_POSITION(tev_stage4, 0xf0);
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ASSERT_REG_POSITION(tev_stage5, 0xf8);
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					ASSERT_REG_POSITION(tev_stage5, 0xf8);
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ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
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					ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
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@ -33,10 +33,10 @@ struct State {
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            u32 raw;
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					            u32 raw;
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            // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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					            // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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            BitField< 0, 12, u32> value;
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					            BitField< 0, 12, u32> value; // 0.0.12 fixed point
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            // Used by HW for efficient interpolation, Citra does not use these
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					            // Used by HW for efficient interpolation, Citra does not use these
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            BitField<12, 12, u32> difference;
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					            BitField<12, 12, s32> difference; // 1.0.11 fixed point
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            float ToFloat() {
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					            float ToFloat() {
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                return static_cast<float>(value) / 4095.f;
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					                return static_cast<float>(value) / 4095.f;
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@ -46,6 +46,18 @@ struct State {
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        std::array<std::array<LutEntry, 256>, 24> luts;
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					        std::array<std::array<LutEntry, 256>, 24> luts;
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    } lighting;
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					    } lighting;
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					    struct {
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					        union LutEntry {
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					            // Used for raw access
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					            u32 raw;
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					            BitField< 0, 13, s32> difference; // 1.1.11 fixed point
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					            BitField<13, 11, u32> value; // 0.0.11 fixed point
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					        };
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					        std::array<LutEntry, 128> lut;
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					    } fog;
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    /// Current Pica command list
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					    /// Current Pica command list
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    struct {
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					    struct {
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        const u32* head_ptr;
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					        const u32* head_ptr;
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@ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                                                float24::FromFloat32(static_cast<float>(w2)));
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					                                                float24::FromFloat32(static_cast<float>(w2)));
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            float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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					            float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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					            // interpolated_z = z / w
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					            float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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					                                           v1.screenpos[2].ToFloat32() * w1 +
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					                                           v2.screenpos[2].ToFloat32() * w2) / wsum;
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					            // Not fully accurate. About 3 bits in precision are missing.
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					            // Z-Buffer (z / w * scale + offset)
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					            float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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					            float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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					            float depth = interpolated_z_over_w * depth_scale + depth_offset;
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					            // Potentially switch to W-Buffer
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					            if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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					                // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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					                depth *= interpolated_w_inverse.ToFloat32() * wsum;
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					            }
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					            // Clamp the result
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					            depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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            // Perspective correct attribute interpolation:
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					            // Perspective correct attribute interpolation:
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            // Attribute values cannot be calculated by simple linear interpolation since
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					            // Attribute values cannot be calculated by simple linear interpolation since
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            // they are not linear in screen space. For example, when interpolating a
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					            // they are not linear in screen space. For example, when interpolating a
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@ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                    continue;
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					                    continue;
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            }
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					            }
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					            // Apply fog combiner
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					            // Not fully accurate. We'd have to know what data type is used to
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					            // store the depth etc. Using float for now until we know more
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					            // about Pica datatypes
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					            if (regs.fog_mode == Regs::FogMode::Fog) {
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					                const Math::Vec3<u8> fog_color = {
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					                    static_cast<u8>(regs.fog_color.r.Value()),
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					                    static_cast<u8>(regs.fog_color.g.Value()),
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					                    static_cast<u8>(regs.fog_color.b.Value()),
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					                };
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					                // Get index into fog LUT
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					                float fog_index;
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					                if (g_state.regs.fog_flip) {
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					                    fog_index = (1.0f - depth) * 128.0f;
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					                } else {
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					                    fog_index = depth * 128.0f;
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					                }
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					                // Generate clamped fog factor from LUT for given fog index
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					                float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
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					                float fog_f = fog_index - fog_i;
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					                const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
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					                float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11
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					                fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
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					                // Blend the fog
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					                for (unsigned i = 0; i < 3; i++) {
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					                    combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i];
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					                }
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					            }
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            u8 old_stencil = 0;
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					            u8 old_stencil = 0;
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            auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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					            auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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@ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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                }
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					                }
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            }
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					            }
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            // interpolated_z = z / w
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            float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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                                           v1.screenpos[2].ToFloat32() * w1 +
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                                           v2.screenpos[2].ToFloat32() * w2) / wsum;
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					 | 
				
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					 | 
				
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            // Not fully accurate. About 3 bits in precision are missing.
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					 | 
				
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            // Z-Buffer (z / w * scale + offset)
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					 | 
				
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            float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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            float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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            float depth = interpolated_z_over_w * depth_scale + depth_offset;
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            // Potentially switch to W-Buffer
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					 | 
				
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            if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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                // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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                depth *= interpolated_w_inverse.ToFloat32() * wsum;
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            }
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            // Clamp the result
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            depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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            // Convert float to integer
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					            // Convert float to integer
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            unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
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					            unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
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            u32 z = (u32)(depth * ((1 << num_bits) - 1));
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					            u32 z = (u32)(depth * ((1 << num_bits) - 1));
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@ -62,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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        uniform_block_data.lut_dirty[index] = true;
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					        uniform_block_data.lut_dirty[index] = true;
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    }
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					    }
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					    uniform_block_data.fog_lut_dirty = true;
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    // Set vertex attributes
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					    // Set vertex attributes
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    glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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					    glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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    glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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					    glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@ -102,6 +104,18 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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        glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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					        glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    }
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					    }
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					    // Setup the LUT for the fog
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					    {
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					        fog_lut.Create();
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					        state.fog_lut.texture_1d = fog_lut.handle;
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					    }
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					    state.Apply();
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					    glActiveTexture(GL_TEXTURE9);
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					    glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 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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					    // Sync fixed function OpenGL state
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    SyncCullMode();
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					    SyncCullMode();
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    SyncBlendEnabled();
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					    SyncBlendEnabled();
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@ -215,6 +229,12 @@ void RasterizerOpenGL::DrawTriangles() {
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        }
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					        }
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    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Sync the fog lut
 | 
				
			||||||
 | 
					    if (uniform_block_data.fog_lut_dirty) {
 | 
				
			||||||
 | 
					        SyncFogLUT();
 | 
				
			||||||
 | 
					        uniform_block_data.fog_lut_dirty = false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Sync the uniform data
 | 
					    // Sync the uniform data
 | 
				
			||||||
    if (uniform_block_data.dirty) {
 | 
					    if (uniform_block_data.dirty) {
 | 
				
			||||||
        glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
 | 
					        glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
 | 
				
			||||||
@ -280,6 +300,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
 | 
				
			|||||||
        SyncBlendColor();
 | 
					        SyncBlendColor();
 | 
				
			||||||
        break;
 | 
					        break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Fog state
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX(fog_color):
 | 
				
			||||||
 | 
					        SyncFogColor();
 | 
				
			||||||
 | 
					        break;
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee):
 | 
				
			||||||
 | 
					    case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef):
 | 
				
			||||||
 | 
					        uniform_block_data.fog_lut_dirty = true;
 | 
				
			||||||
 | 
					        break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Alpha test
 | 
					    // Alpha test
 | 
				
			||||||
    case PICA_REG_INDEX(output_merger.alpha_test):
 | 
					    case PICA_REG_INDEX(output_merger.alpha_test):
 | 
				
			||||||
        SyncAlphaTest();
 | 
					        SyncAlphaTest();
 | 
				
			||||||
@ -329,6 +364,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
 | 
				
			|||||||
        break;
 | 
					        break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // TEV stages
 | 
					    // TEV stages
 | 
				
			||||||
 | 
					    // (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
 | 
				
			||||||
    case PICA_REG_INDEX(tev_stage0.color_source1):
 | 
					    case PICA_REG_INDEX(tev_stage0.color_source1):
 | 
				
			||||||
    case PICA_REG_INDEX(tev_stage0.color_modifier1):
 | 
					    case PICA_REG_INDEX(tev_stage0.color_modifier1):
 | 
				
			||||||
    case PICA_REG_INDEX(tev_stage0.color_op):
 | 
					    case PICA_REG_INDEX(tev_stage0.color_op):
 | 
				
			||||||
@ -950,9 +986,15 @@ void RasterizerOpenGL::SetShader() {
 | 
				
			|||||||
        uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
 | 
					        uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
 | 
				
			||||||
        if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
 | 
					        if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
 | 
				
			||||||
 | 
					        if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, 9); }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
 | 
					        current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
 | 
					        unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
 | 
				
			||||||
 | 
					        GLint block_size;
 | 
				
			||||||
 | 
					        glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
 | 
				
			||||||
 | 
					        ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match!");
 | 
				
			||||||
        glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
 | 
					        glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        // Update uniforms
 | 
					        // Update uniforms
 | 
				
			||||||
@ -974,6 +1016,8 @@ void RasterizerOpenGL::SetShader() {
 | 
				
			|||||||
            SyncLightDistanceAttenuationBias(light_index);
 | 
					            SyncLightDistanceAttenuationBias(light_index);
 | 
				
			||||||
            SyncLightDistanceAttenuationScale(light_index);
 | 
					            SyncLightDistanceAttenuationScale(light_index);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        SyncFogColor();
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -1040,6 +1084,30 @@ void RasterizerOpenGL::SyncBlendColor() {
 | 
				
			|||||||
    state.blend.color.alpha = blend_color[3];
 | 
					    state.blend.color.alpha = blend_color[3];
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void RasterizerOpenGL::SyncFogColor() {
 | 
				
			||||||
 | 
					    const auto& regs = Pica::g_state.regs;
 | 
				
			||||||
 | 
					    uniform_block_data.data.fog_color = {
 | 
				
			||||||
 | 
					      regs.fog_color.r.Value() / 255.0f,
 | 
				
			||||||
 | 
					      regs.fog_color.g.Value() / 255.0f,
 | 
				
			||||||
 | 
					      regs.fog_color.b.Value() / 255.0f
 | 
				
			||||||
 | 
					    };
 | 
				
			||||||
 | 
					    uniform_block_data.dirty = true;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void RasterizerOpenGL::SyncFogLUT() {
 | 
				
			||||||
 | 
					    std::array<GLuint, 128> new_data;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), [](const auto& entry) {
 | 
				
			||||||
 | 
					        return entry.raw;
 | 
				
			||||||
 | 
					    });
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    if (new_data != fog_lut_data) {
 | 
				
			||||||
 | 
					        fog_lut_data = new_data;
 | 
				
			||||||
 | 
					        glActiveTexture(GL_TEXTURE9);
 | 
				
			||||||
 | 
					        glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, fog_lut_data.data());
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::SyncAlphaTest() {
 | 
					void RasterizerOpenGL::SyncAlphaTest() {
 | 
				
			||||||
    const auto& regs = Pica::g_state.regs;
 | 
					    const auto& regs = Pica::g_state.regs;
 | 
				
			||||||
    if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
 | 
					    if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
 | 
				
			||||||
 | 
				
			|||||||
@ -76,6 +76,9 @@ union PicaShaderConfig {
 | 
				
			|||||||
            state.tev_stages[i].scales_raw = tev_stage.scales_raw;
 | 
					            state.tev_stages[i].scales_raw = tev_stage.scales_raw;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        state.fog_mode = regs.fog_mode;
 | 
				
			||||||
 | 
					        state.fog_flip = regs.fog_flip;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        state.combiner_buffer_input =
 | 
					        state.combiner_buffer_input =
 | 
				
			||||||
            regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
 | 
					            regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
 | 
				
			||||||
            regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
 | 
					            regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
 | 
				
			||||||
@ -168,13 +171,14 @@ union PicaShaderConfig {
 | 
				
			|||||||
    };
 | 
					    };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    struct State {
 | 
					    struct State {
 | 
				
			||||||
 | 
					 | 
				
			||||||
        Pica::Regs::CompareFunc alpha_test_func;
 | 
					        Pica::Regs::CompareFunc alpha_test_func;
 | 
				
			||||||
        Pica::Regs::TextureConfig::TextureType texture0_type;
 | 
					        Pica::Regs::TextureConfig::TextureType texture0_type;
 | 
				
			||||||
        std::array<TevStageConfigRaw, 6> tev_stages;
 | 
					        std::array<TevStageConfigRaw, 6> tev_stages;
 | 
				
			||||||
        u8 combiner_buffer_input;
 | 
					        u8 combiner_buffer_input;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        Pica::Regs::DepthBuffering depthmap_enable;
 | 
					        Pica::Regs::DepthBuffering depthmap_enable;
 | 
				
			||||||
 | 
					        Pica::Regs::FogMode fog_mode;
 | 
				
			||||||
 | 
					        bool fog_flip;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        struct {
 | 
					        struct {
 | 
				
			||||||
            struct {
 | 
					            struct {
 | 
				
			||||||
@ -316,19 +320,22 @@ private:
 | 
				
			|||||||
        GLfloat dist_atten_scale;
 | 
					        GLfloat dist_atten_scale;
 | 
				
			||||||
    };
 | 
					    };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
 | 
					    /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | 
				
			||||||
 | 
					    // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | 
				
			||||||
 | 
					    //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | 
				
			||||||
 | 
					    //       Not following that rule will cause problems on some AMD drivers.
 | 
				
			||||||
    struct UniformData {
 | 
					    struct UniformData {
 | 
				
			||||||
        // A vec4 color for each of the six tev stages
 | 
					 | 
				
			||||||
        GLvec4 const_color[6];
 | 
					 | 
				
			||||||
        GLvec4 tev_combiner_buffer_color;
 | 
					 | 
				
			||||||
        GLint alphatest_ref;
 | 
					        GLint alphatest_ref;
 | 
				
			||||||
        GLfloat depth_scale;
 | 
					        GLfloat depth_scale;
 | 
				
			||||||
        GLfloat depth_offset;
 | 
					        GLfloat depth_offset;
 | 
				
			||||||
 | 
					        alignas(16) GLvec3 fog_color;
 | 
				
			||||||
        alignas(16) GLvec3 lighting_global_ambient;
 | 
					        alignas(16) GLvec3 lighting_global_ambient;
 | 
				
			||||||
        LightSrc light_src[8];
 | 
					        LightSrc light_src[8];
 | 
				
			||||||
 | 
					        alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | 
				
			||||||
 | 
					        alignas(16) GLvec4 tev_combiner_buffer_color;
 | 
				
			||||||
    };
 | 
					    };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
 | 
					    static_assert(sizeof(UniformData) == 0x3A0, "The size of the UniformData structure has changed, update the structure in the shader");
 | 
				
			||||||
    static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
 | 
					    static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /// Sets the OpenGL shader in accordance with the current PICA register state
 | 
					    /// Sets the OpenGL shader in accordance with the current PICA register state
 | 
				
			||||||
@ -352,6 +359,10 @@ private:
 | 
				
			|||||||
    /// Syncs the blend color to match the PICA register
 | 
					    /// Syncs the blend color to match the PICA register
 | 
				
			||||||
    void SyncBlendColor();
 | 
					    void SyncBlendColor();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /// Syncs the fog states to match the PICA register
 | 
				
			||||||
 | 
					    void SyncFogColor();
 | 
				
			||||||
 | 
					    void SyncFogLUT();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    /// Syncs the alpha test states to match the PICA register
 | 
					    /// Syncs the alpha test states to match the PICA register
 | 
				
			||||||
    void SyncAlphaTest();
 | 
					    void SyncAlphaTest();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -419,6 +430,7 @@ private:
 | 
				
			|||||||
    struct {
 | 
					    struct {
 | 
				
			||||||
        UniformData data;
 | 
					        UniformData data;
 | 
				
			||||||
        bool lut_dirty[6];
 | 
					        bool lut_dirty[6];
 | 
				
			||||||
 | 
					        bool fog_lut_dirty;
 | 
				
			||||||
        bool dirty;
 | 
					        bool dirty;
 | 
				
			||||||
    } uniform_block_data = {};
 | 
					    } uniform_block_data = {};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -430,4 +442,7 @@ private:
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    std::array<OGLTexture, 6> lighting_luts;
 | 
					    std::array<OGLTexture, 6> lighting_luts;
 | 
				
			||||||
    std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
 | 
					    std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    OGLTexture fog_lut;
 | 
				
			||||||
 | 
					    std::array<GLuint, 128> fog_lut_data{};
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
				
			|||||||
@ -552,17 +552,19 @@ struct LightSrc {
 | 
				
			|||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
layout (std140) uniform shader_data {
 | 
					layout (std140) uniform shader_data {
 | 
				
			||||||
    vec4 const_color[NUM_TEV_STAGES];
 | 
					 | 
				
			||||||
    vec4 tev_combiner_buffer_color;
 | 
					 | 
				
			||||||
    int alphatest_ref;
 | 
					    int alphatest_ref;
 | 
				
			||||||
    float depth_scale;
 | 
					    float depth_scale;
 | 
				
			||||||
    float depth_offset;
 | 
					    float depth_offset;
 | 
				
			||||||
 | 
					    vec3 fog_color;
 | 
				
			||||||
    vec3 lighting_global_ambient;
 | 
					    vec3 lighting_global_ambient;
 | 
				
			||||||
    LightSrc light_src[NUM_LIGHTS];
 | 
					    LightSrc light_src[NUM_LIGHTS];
 | 
				
			||||||
 | 
					    vec4 const_color[NUM_TEV_STAGES];
 | 
				
			||||||
 | 
					    vec4 tev_combiner_buffer_color;
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
uniform sampler2D tex[3];
 | 
					uniform sampler2D tex[3];
 | 
				
			||||||
uniform sampler1D lut[6];
 | 
					uniform sampler1D lut[6];
 | 
				
			||||||
 | 
					uniform usampler1D fog_lut;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Rotate the vector v by the quaternion q
 | 
					// Rotate the vector v by the quaternion q
 | 
				
			||||||
vec3 quaternion_rotate(vec4 q, vec3 v) {
 | 
					vec3 quaternion_rotate(vec4 q, vec3 v) {
 | 
				
			||||||
@ -580,6 +582,12 @@ vec4 secondary_fragment_color = vec4(0.0);
 | 
				
			|||||||
        return out;
 | 
					        return out;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
 | 
				
			||||||
 | 
					    out += "float depth = z_over_w * depth_scale + depth_offset;\n";
 | 
				
			||||||
 | 
					    if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
 | 
				
			||||||
 | 
					        out += "depth /= gl_FragCoord.w;\n";
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    if (state.lighting.enable)
 | 
					    if (state.lighting.enable)
 | 
				
			||||||
        WriteLighting(out, config);
 | 
					        WriteLighting(out, config);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -596,14 +604,30 @@ vec4 secondary_fragment_color = vec4(0.0);
 | 
				
			|||||||
        out += ") discard;\n";
 | 
					        out += ") discard;\n";
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    out += "color = last_tex_env_out;\n";
 | 
					    // Append fog combiner
 | 
				
			||||||
 | 
					    if (state.fog_mode == Regs::FogMode::Fog) {
 | 
				
			||||||
 | 
					        // Get index into fog LUT
 | 
				
			||||||
 | 
					        if (state.fog_flip) {
 | 
				
			||||||
 | 
					            out += "float fog_index = (1.0 - depth) * 128.0;\n";
 | 
				
			||||||
 | 
					        } else {
 | 
				
			||||||
 | 
					            out += "float fog_index = depth * 128.0;\n";
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
 | 
					        // Generate clamped fog factor from LUT for given fog index
 | 
				
			||||||
    out += "float depth = z_over_w * depth_scale + depth_offset;\n";
 | 
					        out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n";
 | 
				
			||||||
    if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
 | 
					        out += "float fog_f = fog_index - fog_i;\n";
 | 
				
			||||||
        out += "depth /= gl_FragCoord.w;\n";
 | 
					        out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n";
 | 
				
			||||||
 | 
					        out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> 19);\n"; // Extract signed difference
 | 
				
			||||||
 | 
					        out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n";
 | 
				
			||||||
 | 
					        out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / 2047.0;\n";
 | 
				
			||||||
 | 
					        out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Blend the fog
 | 
				
			||||||
 | 
					        out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    out += "gl_FragDepth = depth;\n";
 | 
					    out += "gl_FragDepth = depth;\n";
 | 
				
			||||||
 | 
					    out += "color = last_tex_env_out;\n";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    out += "}";
 | 
					    out += "}";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
@ -58,6 +58,8 @@ OpenGLState::OpenGLState() {
 | 
				
			|||||||
        lut.texture_1d = 0;
 | 
					        lut.texture_1d = 0;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    fog_lut.texture_1d = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    draw.read_framebuffer = 0;
 | 
					    draw.read_framebuffer = 0;
 | 
				
			||||||
    draw.draw_framebuffer = 0;
 | 
					    draw.draw_framebuffer = 0;
 | 
				
			||||||
    draw.vertex_array = 0;
 | 
					    draw.vertex_array = 0;
 | 
				
			||||||
@ -195,6 +197,12 @@ void OpenGLState::Apply() const {
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Fog LUT
 | 
				
			||||||
 | 
					    if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) {
 | 
				
			||||||
 | 
					        glActiveTexture(GL_TEXTURE9);
 | 
				
			||||||
 | 
					        glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Framebuffer
 | 
					    // Framebuffer
 | 
				
			||||||
    if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
 | 
					    if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
 | 
				
			||||||
        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
 | 
					        glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
 | 
				
			||||||
 | 
				
			|||||||
@ -67,6 +67,10 @@ public:
 | 
				
			|||||||
        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
					        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
				
			||||||
    } lighting_luts[6];
 | 
					    } lighting_luts[6];
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    struct {
 | 
				
			||||||
 | 
					        GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | 
				
			||||||
 | 
					    } fog_lut;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    struct {
 | 
					    struct {
 | 
				
			||||||
        GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | 
					        GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | 
				
			||||||
        GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | 
					        GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | 
				
			||||||
 | 
				
			|||||||
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		Reference in New Issue
	
	Block a user