#include "Graphics/Context.h" #include "Graphics/Parameters.h" #include "FBOTextureFormats.h" #include "DepthBuffer.h" #include "Config.h"" #include "Textures.h" #include "ZlutTexture.h" ZlutTexture g_zlutTexture; ZlutTexture::ZlutTexture() : m_pTexture(nullptr) { } void ZlutTexture::init() { // TODO make GL independent #ifdef GLESX std::vector vecZLUT(0x40000); const u16 * const zLUT16 = depthBufferList().getZLUT(); for (u32 i = 0; i < 0x40000; ++i) vecZLUT[i] = zLUT16[i]; const u32 * zLUT = vecZLUT.data(); #else const u16 * const zLUT = depthBufferList().getZLUT(); #endif m_pTexture = textureCache().addFrameBufferTexture(false); m_pTexture->format = G_IM_FMT_IA; m_pTexture->clampS = 1; m_pTexture->clampT = 1; m_pTexture->frameBufferTexture = CachedTexture::fbOneSample; m_pTexture->maskS = 0; m_pTexture->maskT = 0; m_pTexture->mirrorS = 0; m_pTexture->mirrorT = 0; m_pTexture->realWidth = 512; m_pTexture->realHeight = 512; m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * sizeof(zLUT[0]); textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes); graphics::Context::InitTextureParams initParams; initParams.handle = graphics::ObjectHandle(m_pTexture->glName); initParams.ImageUnit = graphics::textureImageUnits::Zlut; initParams.width = m_pTexture->realWidth; initParams.height = m_pTexture->realHeight; initParams.internalFormat = fboFormats.lutInternalFormat; initParams.format = fboFormats.lutFormat; initParams.dataType = fboFormats.lutType; initParams.data = zLUT; gfxContext.init2DTexture(initParams); graphics::Context::TexParameters setParams; setParams.handle = graphics::ObjectHandle(m_pTexture->glName); setParams.target = graphics::target::TEXTURE_2D; setParams.textureUnitIndex = graphics::textureIndices::ZLUTTex; setParams.minFilter = graphics::textureParameters::FILTER_NEAREST; setParams.magFilter = graphics::textureParameters::FILTER_NEAREST; setParams.wrapS = graphics::textureParameters::WRAP_CLAMP_TO_EDGE; setParams.wrapT = graphics::textureParameters::WRAP_CLAMP_TO_EDGE; gfxContext.setTextureParameters(setParams); } void ZlutTexture::destroy() { glBindImageTexture(ZlutImageUnit, 0, 0, GL_FALSE, GL_FALSE, GL_READ_ONLY, fboFormats.lutInternalFormat); textureCache().removeFrameBufferTexture(m_pTexture); m_pTexture = nullptr; }