VideoCommon: pull texture sampler out of texture cache so that it can be used in other places in the future

This commit is contained in:
iwubcode 2024-06-01 23:21:04 -05:00
parent 46a89936ae
commit c2bc2ccd23
3 changed files with 26 additions and 12 deletions

View File

@ -1012,8 +1012,8 @@ static bool IsAnisostropicEnhancementSafe(const TexMode0& tm0)
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
}
static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
bool has_arbitrary_mips)
SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
bool has_arbitrary_mips)
{
const TexMode0& tm0 = bpmem.tex.GetUnit(index).texMode0;
@ -1073,13 +1073,11 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
state.tm0.anisotropic_filtering = false;
}
g_gfx->SetSamplerState(index, state);
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
pixel_shader_manager.SetSamplerState(index, state.tm0.hex, state.tm1.hex);
return state;
}
void TextureCacheBase::BindTextures(BitSet32 used_textures)
void TextureCacheBase::BindTextures(BitSet32 used_textures,
const std::array<SamplerState, 8>& samplers)
{
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
@ -1091,8 +1089,9 @@ void TextureCacheBase::BindTextures(BitSet32 used_textures)
g_gfx->SetTexture(i, tentry->texture.get());
pixel_shader_manager.SetTexDims(i, tentry->native_width, tentry->native_height);
const float custom_tex_scale = tentry->GetWidth() / float(tentry->native_width);
SetSamplerState(i, custom_tex_scale, tentry->is_custom_tex, tentry->has_arbitrary_mips);
auto& state = samplers[i];
g_gfx->SetSamplerState(i, state);
pixel_shader_manager.SetSamplerState(i, state.tm0.hex, state.tm1.hex);
}
}

View File

@ -33,6 +33,7 @@
class AbstractFramebuffer;
class AbstractStagingTexture;
class PointerWrap;
struct SamplerState;
struct VideoConfig;
namespace VideoCommon
@ -282,7 +283,7 @@ public:
RcTcacheEntry GetXFBTexture(u32 address, u32 width, u32 height, u32 stride,
MathUtil::Rectangle<int>* display_rect);
virtual void BindTextures(BitSet32 used_textures);
virtual void BindTextures(BitSet32 used_textures, const std::array<SamplerState, 8>& samplers);
void CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat, u32 width, u32 height,
u32 dstStride, bool is_depth_copy,
const MathUtil::Rectangle<int>& srcRect, bool isIntensity,
@ -308,6 +309,10 @@ public:
static bool AllCopyFilterCoefsNeeded(const std::array<u32, 3>& coefficients);
static bool CopyFilterCanOverflow(const std::array<u32, 3>& coefficients);
// Get a new sampler state
static SamplerState GetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
bool has_arbitrary_mips);
protected:
// Decodes the specified data to the GPU texture specified by entry.
// Returns false if the configuration is not supported.

View File

@ -563,13 +563,19 @@ void VertexManagerBase::Flush()
const auto used_textures = UsedTextures();
std::vector<std::string> texture_names;
Common::SmallVector<u32, 8> texture_units;
std::array<SamplerState, 8> samplers;
if (!m_cull_all)
{
if (!g_ActiveConfig.bGraphicMods)
{
for (const u32 i : used_textures)
{
g_texture_cache->Load(TextureInfo::FromStage(i));
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
if (!cache_entry)
continue;
const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
samplers[i] = TextureCacheBase::GetSamplerState(
i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
}
}
else
@ -585,6 +591,10 @@ void VertexManagerBase::Flush()
texture_names.push_back(cache_entry->texture_info_name);
texture_units.push_back(i);
}
const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
samplers[i] = TextureCacheBase::GetSamplerState(
i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
}
}
}
@ -633,7 +643,7 @@ void VertexManagerBase::Flush()
// Texture loading can cause palettes to be applied (-> uniforms -> draws).
// Palette application does not use vertices, only a full-screen quad, so this is okay.
// Same with GPU texture decoding, which uses compute shaders.
g_texture_cache->BindTextures(used_textures);
g_texture_cache->BindTextures(used_textures, samplers);
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);