2013-04-18 03:29:41 +00:00
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// Copyright 2013 Dolphin Emulator Project
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2015-05-17 23:08:10 +00:00
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// Licensed under GPLv2+
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2013-04-18 03:29:41 +00:00
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// Refer to the license.txt file included.
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2013-02-20 00:22:38 +00:00
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2015-12-21 02:49:49 +00:00
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#include <memory>
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2016-01-17 21:54:31 +00:00
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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2015-09-18 16:40:00 +00:00
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#include "Common/GL/GLInterfaceBase.h"
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2014-02-17 10:18:15 +00:00
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#include "VideoBackends/OGL/SamplerCache.h"
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2016-03-24 02:23:56 +00:00
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#include "VideoCommon/SamplerCommon.h"
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2015-09-18 16:40:00 +00:00
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#include "VideoCommon/VideoConfig.h"
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2013-02-20 00:22:38 +00:00
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namespace OGL
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{
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2015-12-21 02:49:49 +00:00
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std::unique_ptr<SamplerCache> g_sampler_cache;
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2013-02-26 17:30:13 +00:00
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2016-06-24 08:43:46 +00:00
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SamplerCache::SamplerCache() : m_last_max_anisotropy()
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2015-05-28 22:53:07 +00:00
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{
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2016-06-24 08:43:46 +00:00
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glGenSamplers(2, m_sampler_id);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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2015-05-28 22:53:07 +00:00
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}
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2013-02-20 00:22:38 +00:00
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SamplerCache::~SamplerCache()
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{
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2016-06-24 08:43:46 +00:00
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Clear();
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glDeleteSamplers(2, m_sampler_id);
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2015-05-28 22:53:07 +00:00
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}
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void SamplerCache::BindNearestSampler(int stage)
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{
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2016-06-24 08:43:46 +00:00
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glBindSampler(stage, m_sampler_id[0]);
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2015-05-28 22:53:07 +00:00
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}
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void SamplerCache::BindLinearSampler(int stage)
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{
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2016-06-24 08:43:46 +00:00
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glBindSampler(stage, m_sampler_id[1]);
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2013-02-20 00:22:38 +00:00
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}
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2016-06-24 08:43:46 +00:00
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1,
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bool custom_tex)
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2013-02-20 00:22:38 +00:00
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{
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2016-06-24 08:43:46 +00:00
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// TODO: can this go somewhere else?
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if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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{
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m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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Clear();
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}
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Params params(tm0, tm1);
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// take equivalent forced linear when bForceFiltering
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if (g_ActiveConfig.bForceFiltering)
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{
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params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
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params.tm0.mag_filter = 1;
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}
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// custom textures may have higher resolution, so disable the max_lod
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if (custom_tex)
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{
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params.tm1.max_lod = 255;
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}
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// TODO: Should keep a circular buffer for each stage of recently used samplers.
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auto& active_sampler = m_active_samplers[stage];
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if (active_sampler.first != params || !active_sampler.second.sampler_id)
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{
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// Active sampler does not match parameters (or is invalid), bind the proper one.
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active_sampler.first = params;
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active_sampler.second = GetEntry(params);
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glBindSampler(stage, active_sampler.second.sampler_id);
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}
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2013-02-20 00:22:38 +00:00
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}
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2014-10-09 05:53:59 +00:00
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SamplerCache::Value& SamplerCache::GetEntry(const Params& params)
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2013-02-20 00:22:38 +00:00
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{
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auto& val = m_cache[params];
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if (!val.sampler_id)
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{
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// Sampler not found in cache, create it.
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glGenSamplers(1, &val.sampler_id);
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SetParameters(val.sampler_id, params);
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// TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
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// ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
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}
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return val;
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2013-02-20 00:22:38 +00:00
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}
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void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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{
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2016-06-24 08:43:46 +00:00
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static const GLint min_filters[8] = {
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GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
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GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
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};
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static const GLint wrap_settings[4] = {
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GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT,
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};
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auto& tm0 = params.tm0;
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auto& tm1 = params.tm1;
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glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
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glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
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glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
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GLint min_filter = min_filters[tm0.min_filter];
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GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
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if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
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!SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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{
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// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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// For predictable results on all hardware/drivers, only use one of:
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// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
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// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
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// Letting the game set other combinations will have varying arbitrary results;
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// possibly being interpreted as equal to bilinear/trilinear, implicitly
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// disabling anisotropy, or changing the anisotropic algorithm employed.
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min_filter =
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SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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mag_filter = GL_LINEAR;
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
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glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
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2013-02-20 00:22:38 +00:00
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}
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void SamplerCache::Clear()
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{
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2016-06-24 08:43:46 +00:00
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for (auto& p : m_cache)
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{
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glDeleteSamplers(1, &p.second.sampler_id);
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}
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m_cache.clear();
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2013-02-20 00:22:38 +00:00
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}
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}
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