mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-06 13:48:01 +03:00
Removed unnecessary gl_state changes
This commit is contained in:
+24
-17
@@ -919,12 +919,13 @@ namespace rndr {
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rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24);
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gl_state_bind_texture_2d(rend_texture[0].GetColorTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[0].GetColorTex());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl_state_bind_texture_2d(rend_texture[0].GetDepthTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[0].GetDepthTex());
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GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int32_t i = 0; i < 3; i++) {
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taa_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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@@ -940,24 +941,26 @@ namespace rndr {
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temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO);
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sss_contour_texture = &mlaa_buffer;
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gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex());
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glBindTexture(GL_TEXTURE_2D, mlaa_buffer.GetDepthTex());
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int32_t i = 1; i < downsample_count; i++) {
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rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO);
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gl_state_bind_texture_2d(rend_texture[i].GetColorTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[i].GetColorTex());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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downsample_texture.Init(reduce_width[0], reduce_height[0], 0, GL_RGBA16F, GL_ZERO);
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gl_state_bind_texture_2d(downsample_texture.GetColorTex());
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glBindTexture(GL_TEXTURE_2D, downsample_texture.GetColorTex());
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const vec4 border_color = 0.0f;
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glBindTexture(GL_TEXTURE_2D, 0);
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field_3E8.Init(512, 256, 0, GL_RGBA8, GL_ZERO);
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@@ -975,13 +978,14 @@ namespace rndr {
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for (int32_t i = 0; i < 5; i++) {
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reduce_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++),
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GL_RGBA16F, reduce_width[i], reduce_height[i], 0, 0, 0);
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gl_state_bind_texture_2d(reduce_tex[i]->glid);
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glBindTexture(GL_TEXTURE_2D, reduce_tex[i]->glid);
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const vec4 border_color = 0.0f;
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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reduce_texture[0].SetColorDepthTextures(reduce_tex[0]->glid);
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@@ -989,18 +993,18 @@ namespace rndr {
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GL_RGBA16F, 32, 2, 0, 0, 0);
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glGenTextures(1, &exposure_tex);
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gl_state_bind_texture_2d(exposure_tex);
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glBindTexture(GL_TEXTURE_2D, exposure_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 2, 2, 0, GL_RGBA, GL_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl_state_bind_texture_2d(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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exposure_texture.SetColorDepthTextures(exposure_tex);
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glGenTextures(1, &tonemap_lut_texture);
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gl_state_bind_texture_2d(tonemap_lut_texture);
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glBindTexture(GL_TEXTURE_2D, tonemap_lut_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, 0, GL_RG, GL_HALF_FLOAT, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -1008,7 +1012,7 @@ namespace rndr {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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const GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_GREEN };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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gl_state_bind_texture_2d(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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generate_mlaa_area_texture();
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@@ -1191,12 +1195,13 @@ namespace rndr {
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rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24);
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gl_state_bind_texture_2d(rend_texture[0].GetColorTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[0].GetColorTex());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl_state_bind_texture_2d(rend_texture[0].GetDepthTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[0].GetDepthTex());
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GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int32_t i = 0; i < 3; i++) {
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texture_id id = taa_tex[i]->id;
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@@ -1216,16 +1221,18 @@ namespace rndr {
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temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO);
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sss_contour_texture = &mlaa_buffer;
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gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex());
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glBindTexture(GL_TEXTURE_2D, mlaa_buffer.GetDepthTex());
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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for (int32_t i = 1; i < downsample_count; i++) {
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rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO);
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gl_state_bind_texture_2d(rend_texture[i].GetColorTex());
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glBindTexture(GL_TEXTURE_2D, rend_texture[i].GetColorTex());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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dof->resize(render_post_width[0], render_post_height[0]);
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for (int32_t i = 0; i < 1; i++) {
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@@ -2074,10 +2081,10 @@ namespace rndr {
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calculate_mlaa_area_texture_data(data, cross1, cross2);
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glGenTextures(1, &mlaa_area_texture);
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gl_state_bind_texture_2d(mlaa_area_texture);
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glBindTexture(GL_TEXTURE_2D, mlaa_area_texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, MLAA_SIDE_LEN, MLAA_SIDE_LEN, 0, GL_RG, GL_UNSIGNED_BYTE, data);
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gl_state_bind_texture_2d(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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free_def(data);
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}
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