VideoCommon: pull texture sampler out of texture cache so that it can be used in other places in the future
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@ -1012,8 +1012,8 @@ static bool IsAnisostropicEnhancementSafe(const TexMode0& tm0)
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return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
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}
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static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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bool has_arbitrary_mips)
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SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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bool has_arbitrary_mips)
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{
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const TexMode0& tm0 = bpmem.tex.GetUnit(index).texMode0;
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@ -1073,13 +1073,11 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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state.tm0.anisotropic_filtering = false;
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}
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g_gfx->SetSamplerState(index, state);
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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pixel_shader_manager.SetSamplerState(index, state.tm0.hex, state.tm1.hex);
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return state;
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}
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void TextureCacheBase::BindTextures(BitSet32 used_textures)
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void TextureCacheBase::BindTextures(BitSet32 used_textures,
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const std::array<SamplerState, 8>& samplers)
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{
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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@ -1091,8 +1089,9 @@ void TextureCacheBase::BindTextures(BitSet32 used_textures)
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g_gfx->SetTexture(i, tentry->texture.get());
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pixel_shader_manager.SetTexDims(i, tentry->native_width, tentry->native_height);
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const float custom_tex_scale = tentry->GetWidth() / float(tentry->native_width);
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SetSamplerState(i, custom_tex_scale, tentry->is_custom_tex, tentry->has_arbitrary_mips);
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auto& state = samplers[i];
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g_gfx->SetSamplerState(i, state);
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pixel_shader_manager.SetSamplerState(i, state.tm0.hex, state.tm1.hex);
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}
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}
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@ -33,6 +33,7 @@
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class AbstractFramebuffer;
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class AbstractStagingTexture;
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class PointerWrap;
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struct SamplerState;
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struct VideoConfig;
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namespace VideoCommon
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@ -282,7 +283,7 @@ public:
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RcTcacheEntry GetXFBTexture(u32 address, u32 width, u32 height, u32 stride,
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MathUtil::Rectangle<int>* display_rect);
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virtual void BindTextures(BitSet32 used_textures);
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virtual void BindTextures(BitSet32 used_textures, const std::array<SamplerState, 8>& samplers);
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void CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat, u32 width, u32 height,
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u32 dstStride, bool is_depth_copy,
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const MathUtil::Rectangle<int>& srcRect, bool isIntensity,
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@ -308,6 +309,10 @@ public:
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static bool AllCopyFilterCoefsNeeded(const std::array<u32, 3>& coefficients);
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static bool CopyFilterCanOverflow(const std::array<u32, 3>& coefficients);
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// Get a new sampler state
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static SamplerState GetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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bool has_arbitrary_mips);
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protected:
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// Decodes the specified data to the GPU texture specified by entry.
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// Returns false if the configuration is not supported.
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@ -563,13 +563,19 @@ void VertexManagerBase::Flush()
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const auto used_textures = UsedTextures();
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std::vector<std::string> texture_names;
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Common::SmallVector<u32, 8> texture_units;
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std::array<SamplerState, 8> samplers;
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if (!m_cull_all)
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{
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if (!g_ActiveConfig.bGraphicMods)
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{
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for (const u32 i : used_textures)
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{
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g_texture_cache->Load(TextureInfo::FromStage(i));
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const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
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if (!cache_entry)
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continue;
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const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
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samplers[i] = TextureCacheBase::GetSamplerState(
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i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
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}
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}
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else
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@ -585,6 +591,10 @@ void VertexManagerBase::Flush()
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texture_names.push_back(cache_entry->texture_info_name);
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texture_units.push_back(i);
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}
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const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
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samplers[i] = TextureCacheBase::GetSamplerState(
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i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
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}
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}
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}
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@ -633,7 +643,7 @@ void VertexManagerBase::Flush()
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// Texture loading can cause palettes to be applied (-> uniforms -> draws).
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// Palette application does not use vertices, only a full-screen quad, so this is okay.
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// Same with GPU texture decoding, which uses compute shaders.
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g_texture_cache->BindTextures(used_textures);
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g_texture_cache->BindTextures(used_textures, samplers);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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