Merge pull request #2475 from degasus/sampler
OGL: Always use sampler objects.
This commit is contained in:
commit
d1d284e784
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@ -7,6 +7,7 @@
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoCommon/DriverDetails.h"
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@ -85,20 +86,14 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(m_textureType, m_efbColor);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(m_textureType, m_efbDepth);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(m_textureType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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else
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@ -146,14 +141,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(resolvedType, m_resolvedColorTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_RGBA, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(resolvedType, m_resolvedDepthTexture);
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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@ -542,6 +533,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
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glViewport(0,0, m_targetWidth, m_targetHeight);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(m_textureType, src_texture);
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g_sampler_cache->BindNearestSampler(9);
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m_pixel_format_shaders[convtype ? 1 : 0].Bind();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -10,6 +10,7 @@
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/PostProcessing.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoCommon.h"
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@ -154,8 +155,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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g_sampler_cache->BindLinearSampler(9);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -13,11 +13,32 @@ SamplerCache *g_sampler_cache;
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SamplerCache::SamplerCache()
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: m_last_max_anisotropy()
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{}
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{
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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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}
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SamplerCache::~SamplerCache()
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{
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Clear();
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glDeleteSamplers(2, m_sampler_id);
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}
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void SamplerCache::BindNearestSampler(int stage)
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{
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glBindSampler(stage, m_sampler_id[0]);
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}
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void SamplerCache::BindLinearSampler(int stage)
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{
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glBindSampler(stage, m_sampler_id[1]);
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}
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex)
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@ -20,6 +20,8 @@ public:
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void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex);
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void Clear();
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void BindNearestSampler(int stage);
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void BindLinearSampler(int stage);
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private:
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struct Params
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@ -73,6 +75,7 @@ private:
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std::pair<Params, Value> m_active_samplers[8];
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int m_last_max_anisotropy;
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u32 m_sampler_id[2];
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};
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extern SamplerCache *g_sampler_cache;
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@ -18,6 +18,7 @@
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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@ -61,7 +62,6 @@ bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtua
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, level, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
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glBindTexture(textarget, 0);
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TextureCache::SetStage();
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return TextureToPng(data.data(), width * 4, filename, width, height, true);
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@ -178,6 +178,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, read_texture);
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if (scaleByHalf)
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g_sampler_cache->BindLinearSampler(9);
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else
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, config.width, config.height);
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@ -489,6 +493,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unc
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D_ARRAY, unconverted->texture);
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g_sampler_cache->BindNearestSampler(9);
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FramebufferManager::SetFramebuffer(entry->framebuffer);
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glViewport(0, 0, entry->config.width, entry->config.height);
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@ -504,6 +509,7 @@ void TextureCache::ConvertTexture(TCacheEntryBase* _entry, TCacheEntryBase* _unc
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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g_sampler_cache->BindNearestSampler(10);
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OpenGL_BindAttributelessVAO();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -14,6 +14,7 @@
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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@ -229,15 +230,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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glBindTexture(GL_TEXTURE_2D_ARRAY, srcTexture);
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if (linearFilter)
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{
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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g_sampler_cache->BindLinearSampler(9);
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else
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{
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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@ -377,6 +372,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_2D, s_srcTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, srcWidth / 2, srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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g_sampler_cache->BindNearestSampler(9);
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glViewport(0, 0, srcWidth, srcHeight);
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s_yuyvToRgbProgram.Bind();
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