#include "Graphics/Context.h" #include "Graphics/Parameters.h" #include "DepthBuffer.h" #include "Config.h" #include "Textures.h" #include "ZlutTexture.h" using namespace graphics; ZlutTexture g_zlutTexture; ZlutTexture::ZlutTexture() : m_pTexture(nullptr) { } void ZlutTexture::init() { if (!Context::IntegerTextures) return; const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats(); std::vector vecZLUT(0x40000); const u16 * const zLUT16 = depthBufferList().getZLUT(); for (u32 i = 0; i < 0x40000; ++i) vecZLUT[i] = zLUT16[i]; m_pTexture = textureCache().addFrameBufferTexture(textureTarget::TEXTURE_2D); 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->width = 512; m_pTexture->height = 512; m_pTexture->textureBytes = m_pTexture->width * m_pTexture->height * fbTexFormats.lutFormatBytes; Context::InitTextureParams initParams; initParams.handle = m_pTexture->name; initParams.width = m_pTexture->width; initParams.height = m_pTexture->height; initParams.internalFormat = fbTexFormats.lutInternalFormat; initParams.format = fbTexFormats.lutFormat; initParams.dataType = fbTexFormats.lutType; initParams.data = vecZLUT.data(); gfxContext.init2DTexture(initParams); Context::TexParameters setParams; setParams.handle = m_pTexture->name; setParams.target = textureTarget::TEXTURE_2D; setParams.textureUnitIndex = textureIndices::ZLUTTex; setParams.minFilter = textureParameters::FILTER_NEAREST; setParams.magFilter = textureParameters::FILTER_NEAREST; setParams.wrapS = textureParameters::WRAP_CLAMP_TO_EDGE; setParams.wrapT = textureParameters::WRAP_CLAMP_TO_EDGE; gfxContext.setTextureParameters(setParams); } void ZlutTexture::destroy() { if (!Context::IntegerTextures) return; const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats(); textureCache().removeFrameBufferTexture(m_pTexture); m_pTexture = nullptr; }