OpenGL Renderer: Do some minor tune-ups.

- Remove some methods in OpenGLRenderer_2_0 and OpenGLRenderer_2_1 that have negligible contribution to either performance or code simplicity.
- OpenGLRenderer_1_2, OpenGLRenderer_2_0, and OpenGLRenderer_2_1 are now instantiated with their specific variant IDs.
- Calls to malloc_alignedCacheLine() have been replaced with the more appropriate malloc_alignedPage().
- Do some misc. code cleanup.
This commit is contained in:
rogerman 2024-08-10 13:48:13 -07:00
parent c75c1ce2c3
commit ea648f7110
2 changed files with 18 additions and 88 deletions

View File

@ -1290,7 +1290,7 @@ OpenGLRenderer::OpenGLRenderer()
memset(ref, 0, sizeof(OGLRenderRef)); memset(ref, 0, sizeof(OGLRenderRef));
_mappedFramebuffer = NULL; _mappedFramebuffer = NULL;
_workingTextureUnpackBuffer = (Color4u8 *)malloc_alignedCacheLine(1024 * 1024 * sizeof(Color4u8)); _workingTextureUnpackBuffer = (Color4u8 *)malloc_alignedPage(1024 * 1024 * sizeof(Color4u8));
_pixelReadNeedsFinish = false; _pixelReadNeedsFinish = false;
_needsZeroDstAlphaPass = true; _needsZeroDstAlphaPass = true;
_currentPolyIndex = 0; _currentPolyIndex = 0;
@ -2292,6 +2292,8 @@ Render3DError OpenGLRenderer::ApplyRenderingSettings(const GFX3D_State &renderSt
OpenGLRenderer_1_2::OpenGLRenderer_1_2() OpenGLRenderer_1_2::OpenGLRenderer_1_2()
{ {
_variantID = OpenGLVariantID_Legacy_1_2;
_geometryDrawBuffersEnum = GeometryDrawBuffersEnumStandard; _geometryDrawBuffersEnum = GeometryDrawBuffersEnumStandard;
_geometryAttachmentWorkingBuffer = GeometryAttachmentWorkingBufferStandard; _geometryAttachmentWorkingBuffer = GeometryAttachmentWorkingBufferStandard;
_geometryAttachmentPolyID = GeometryAttachmentPolyIDStandard; _geometryAttachmentPolyID = GeometryAttachmentPolyIDStandard;
@ -5167,7 +5169,7 @@ Render3DError OpenGLRenderer_1_2::Reset()
{ {
OGLRenderRef &OGLRef = *this->ref; OGLRenderRef &OGLRef = *this->ref;
if(!BEGINGL()) if (!BEGINGL())
{ {
return OGLERROR_BEGINGL_FAILED; return OGLERROR_BEGINGL_FAILED;
} }
@ -5227,7 +5229,7 @@ Render3DError OpenGLRenderer_1_2::RenderPowerOff()
memset(GPU->GetEngineMain()->Get3DFramebufferMain(), 0, this->_framebufferColorSizeBytes); memset(GPU->GetEngineMain()->Get3DFramebufferMain(), 0, this->_framebufferColorSizeBytes);
memset(GPU->GetEngineMain()->Get3DFramebuffer16(), 0, this->_framebufferPixCount * sizeof(u16)); memset(GPU->GetEngineMain()->Get3DFramebuffer16(), 0, this->_framebufferPixCount * sizeof(u16));
if(!BEGINGL()) if (!BEGINGL())
{ {
return OGLERROR_BEGINGL_FAILED; return OGLERROR_BEGINGL_FAILED;
} }
@ -5272,7 +5274,7 @@ Render3DError OpenGLRenderer_1_2::RenderFinish()
{ {
this->_pixelReadNeedsFinish = false; this->_pixelReadNeedsFinish = false;
if(!BEGINGL()) if (!BEGINGL())
{ {
return OGLERROR_BEGINGL_FAILED; return OGLERROR_BEGINGL_FAILED;
} }
@ -5394,7 +5396,7 @@ Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h)
else else
{ {
Color4u8 *oldFramebufferColor = this->_framebufferColor; Color4u8 *oldFramebufferColor = this->_framebufferColor;
Color4u8 *newFramebufferColor = (Color4u8 *)malloc_alignedCacheLine(newFramebufferColorSizeBytes); Color4u8 *newFramebufferColor = (Color4u8 *)malloc_alignedPage(newFramebufferColorSizeBytes);
this->_framebufferColor = newFramebufferColor; this->_framebufferColor = newFramebufferColor;
free_aligned(oldFramebufferColor); free_aligned(oldFramebufferColor);
} }
@ -5442,6 +5444,11 @@ Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h)
return error; return error;
} }
OpenGLRenderer_2_0::OpenGLRenderer_2_0()
{
_variantID = OpenGLVariantID_Legacy_2_0;
}
Render3DError OpenGLRenderer_2_0::InitFinalRenderStates(const std::set<std::string> *oglExtensionSet) Render3DError OpenGLRenderer_2_0::InitFinalRenderStates(const std::set<std::string> *oglExtensionSet)
{ {
OGLRenderRef &OGLRef = *this->ref; OGLRenderRef &OGLRef = *this->ref;
@ -5674,86 +5681,9 @@ Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D_State &renderState, co
return OGLERROR_NOERR; return OGLERROR_NOERR;
} }
Render3DError OpenGLRenderer_2_0::SetupTexture(const POLY &thePoly, size_t polyRenderIndex) OpenGLRenderer_2_1::OpenGLRenderer_2_1()
{ {
OpenGLTexture *theTexture = (OpenGLTexture *)this->_textureList[polyRenderIndex]; _variantID = OpenGLVariantID_Legacy_2_1;
const NDSTextureFormat packFormat = theTexture->GetPackFormat();
const OGLRenderRef &OGLRef = *this->ref;
glUniform2f(OGLRef.uniformPolyTexScale[this->_geometryProgramFlags.value], theTexture->GetInvWidth(), theTexture->GetInvHeight());
// Check if we need to use textures
if (!theTexture->IsSamplingEnabled())
{
glUniform1i(OGLRef.uniformPolyEnableTexture[this->_geometryProgramFlags.value], GL_FALSE);
glUniform1i(OGLRef.uniformTexSingleBitAlpha[this->_geometryProgramFlags.value], GL_FALSE);
return OGLERROR_NOERR;
}
glUniform1i(OGLRef.uniformPolyEnableTexture[this->_geometryProgramFlags.value], GL_TRUE);
glUniform1i(OGLRef.uniformTexSingleBitAlpha[this->_geometryProgramFlags.value], (packFormat != TEXMODE_A3I5 && packFormat != TEXMODE_A5I3) ? GL_TRUE : GL_FALSE);
glBindTexture(GL_TEXTURE_2D, theTexture->GetID());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ((thePoly.texParam.RepeatS_Enable) ? ((thePoly.texParam.MirroredRepeatS_Enable) ? GL_MIRRORED_REPEAT : GL_REPEAT) : GL_CLAMP_TO_EDGE));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, ((thePoly.texParam.RepeatT_Enable) ? ((thePoly.texParam.MirroredRepeatT_Enable) ? GL_MIRRORED_REPEAT : GL_REPEAT) : GL_CLAMP_TO_EDGE));
if (this->_enableTextureSmoothing)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (this->_textureScalingFactor > 1) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, this->_deviceInfo.maxAnisotropy);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
}
theTexture->ResetCacheAge();
theTexture->IncreaseCacheUsageCount(1);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_1::RenderFinish()
{
if (!this->_renderNeedsFinish)
{
return OGLERROR_NOERR;
}
if (this->_pixelReadNeedsFinish)
{
this->_pixelReadNeedsFinish = false;
if(!BEGINGL())
{
return OGLERROR_BEGINGL_FAILED;
}
this->_mappedFramebuffer = (Color4u8 *__restrict)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
ENDGL();
}
this->_renderNeedsFlushMain = true;
this->_renderNeedsFlush16 = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_1::RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16)
{
if (!this->_isPoweredOn)
{
return RENDER3DERROR_NOERR;
}
Color4u8 *framebufferMain = (willFlushBuffer32) ? GPU->GetEngineMain()->Get3DFramebufferMain() : NULL;
u16 *framebuffer16 = (willFlushBuffer16) ? GPU->GetEngineMain()->Get3DFramebuffer16() : NULL;
this->FlushFramebuffer(this->_mappedFramebuffer, framebufferMain, framebuffer16);
return RENDER3DERROR_NOERR;
} }
template size_t OpenGLRenderer::DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr); template size_t OpenGLRenderer::DrawPolygonsForIndexRange<OGLPolyDrawMode_DrawOpaquePolys>(const POLY *rawPolyList, const CPoly *clippedPolyList, const size_t clippedPolyCount, size_t firstIndex, size_t lastIndex, size_t &indexOffset, POLYGON_ATTR &lastPolyAttr);

View File

@ -1077,6 +1077,9 @@ public:
class OpenGLRenderer_2_0 : public OpenGLRenderer_1_2 class OpenGLRenderer_2_0 : public OpenGLRenderer_1_2
{ {
public:
OpenGLRenderer_2_0();
protected: protected:
virtual Render3DError InitFinalRenderStates(const std::set<std::string> *oglExtensionSet); virtual Render3DError InitFinalRenderStates(const std::set<std::string> *oglExtensionSet);
@ -1084,15 +1087,12 @@ protected:
virtual Render3DError DisableVertexAttributes(); virtual Render3DError DisableVertexAttributes();
virtual Render3DError BeginRender(const GFX3D_State &renderState, const GFX3D_GeometryList &renderGList); virtual Render3DError BeginRender(const GFX3D_State &renderState, const GFX3D_GeometryList &renderGList);
virtual Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex);
}; };
class OpenGLRenderer_2_1 : public OpenGLRenderer_2_0 class OpenGLRenderer_2_1 : public OpenGLRenderer_2_0
{ {
public: public:
virtual Render3DError RenderFinish(); OpenGLRenderer_2_1();
virtual Render3DError RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16);
}; };
#endif // OGLRENDER_H #endif // OGLRENDER_H