Implement OGL sampler cache. Allows binding a texture multiple times with different parameters. Also possibly gives a very small speed improvement.
This commit is contained in:
parent
d93e57ff22
commit
f2647a1216
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@ -7,6 +7,7 @@ set(SRCS Src/FramebufferManager.cpp
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Src/ProgramShaderCache.cpp
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Src/RasterFont.cpp
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Src/Render.cpp
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Src/SamplerCache.cpp
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Src/StreamBuffer.cpp
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Src/TextureCache.cpp
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Src/TextureConverter.cpp
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@ -205,6 +205,7 @@
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<ClCompile Include="Src\ProgramShaderCache.cpp" />
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<ClCompile Include="Src\RasterFont.cpp" />
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<ClCompile Include="Src\Render.cpp" />
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<ClCompile Include="Src\SamplerCache.cpp" />
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<ClCompile Include="Src\StreamBuffer.cpp" />
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<ClCompile Include="Src\stdafx.cpp">
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
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@ -228,6 +229,7 @@
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<ClInclude Include="Src\ProgramShaderCache.h" />
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<ClInclude Include="Src\RasterFont.h" />
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<ClInclude Include="Src\Render.h" />
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<ClInclude Include="Src\SamplerCache.h" />
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<ClInclude Include="Src\StreamBuffer.h" />
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<ClInclude Include="Src\stdafx.h" />
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<ClInclude Include="Src\TextureCache.h" />
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@ -63,6 +63,7 @@
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#include "FPSCounter.h"
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#include "ConfigManager.h"
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#include "VertexManager.h"
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#include "SamplerCache.h"
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#include "main.h" // Local
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#ifdef _WIN32
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@ -128,6 +129,7 @@ static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB
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static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
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static std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
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static SamplerCache s_sampler_cache;
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int GetNumMSAASamples(int MSAAMode)
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{
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@ -366,6 +368,8 @@ void Renderer::Shutdown()
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delete s_pfont;
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s_pfont = 0;
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s_ShowEFBCopyRegions.Destroy();
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s_sampler_cache.Clear();
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}
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void Renderer::Init()
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@ -1464,7 +1468,11 @@ void Renderer::SetLineWidth()
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void Renderer::SetSamplerState(int stage, int texindex)
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{
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// TODO
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auto const& tex = bpmem.tex[texindex];
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auto const& tm0 = tex.texMode0[stage];
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auto const& tm1 = tex.texMode1[stage];
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s_sampler_cache.SetSamplerState((texindex * 4) + stage, tm0, tm1);
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}
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void Renderer::SetInterlacingMode()
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@ -0,0 +1,133 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "SamplerCache.h"
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namespace OGL
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{
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SamplerCache::SamplerCache()
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: m_last_max_anisotropy()
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{}
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SamplerCache::~SamplerCache()
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{
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Clear();
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}
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1)
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{
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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 |= 0x4;
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params.tm0.mag_filter |= 0x1;
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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 const& 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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auto const new_sampler = GetEntry(params);
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glBindSampler(stage, new_sampler.second.sampler_id);
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m_active_samplers[stage] = new_sampler;
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}
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//active_it->second.last_frame_used = frameCount;
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}
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auto SamplerCache::GetEntry(const Params& params) -> std::pair<Params, Value>
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{
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auto it = m_cache.find(params);
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if (m_cache.end() == it)
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{
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// Sampler not found in cache, create it.
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Value val;
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glGenSamplers(1, &val.sampler_id);
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SetParameters(val.sampler_id, params);
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it = m_cache.insert(std::make_pair(params, val)).first;
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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 *it;
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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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static const GLint min_filters[8] =
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{
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GL_NEAREST,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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GL_LINEAR,
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};
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static const GLint wrap_settings[4] =
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{
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GL_CLAMP_TO_EDGE,
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GL_REPEAT,
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GL_MIRRORED_REPEAT,
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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_MIN_FILTER, min_filters[tm0.min_filter % ARRAYSIZE(min_filters)]);
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glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST);
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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_LOD_BIAS, tm0.lod_bias / 32.f);
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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 (g_ActiveConfig.iMaxAnisotropy > 0)
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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void SamplerCache::Clear()
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{
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for (auto it = m_cache.begin(); it != m_cache.end(); ++it)
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{
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glDeleteSamplers(1, &it->second.sampler_id);
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}
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m_cache.clear();
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}
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}
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@ -0,0 +1,80 @@
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#ifndef INCLUDE_SAMPLER_CACHE_H_
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#define INCLUDE_SAMPLER_CACHE_H_
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#include <map>
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#include "Render.h"
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#include "GLUtil.h"
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namespace OGL
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{
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class SamplerCache : NonCopyable
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{
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public:
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SamplerCache();
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~SamplerCache();
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void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1);
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void Clear();
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private:
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struct Params
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{
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union
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{
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struct
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{
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TexMode0 tm0;
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TexMode1 tm1;
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};
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u64 hex;
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};
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Params()
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: hex()
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{}
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Params(const TexMode0& _tm0, const TexMode1& _tm1)
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: tm0(_tm0)
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, tm1(_tm1)
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{
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static_assert(sizeof(Params) == 8, "Assuming I can treat this as a 64bit int.");
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}
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bool operator<(const Params& other) const
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{
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return hex < other.hex;
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}
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bool operator!=(const Params& other) const
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{
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return hex != other.hex;
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}
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};
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struct Value
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{
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Value()
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: sampler_id()
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// , last_frame_used()
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{}
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GLuint sampler_id;
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//int last_frame_used;
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};
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void SetParameters(GLuint sampler_id, const Params& params);
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std::pair<Params, Value> GetEntry(const Params& params);
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std::map<Params, Value> m_cache;
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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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};
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}
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#endif
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@ -111,34 +111,20 @@ TextureCache::TCacheEntry::~TCacheEntry()
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TextureCache::TCacheEntry::TCacheEntry()
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{
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glGenTextures(1, &texture);
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currmode.hex = 0;
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currmode1.hex = 0;
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GL_REPORT_ERRORD();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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// TODO: is this already done somewhere else?
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TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
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TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
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if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
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{
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if(s_ActiveTexture != stage)
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glActiveTexture(GL_TEXTURE0 + stage);
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if (s_Textures[stage] != texture)
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glBindTexture(GL_TEXTURE_2D, texture);
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SetTextureParameters(tm0, tm1);
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s_ActiveTexture = stage;
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s_Textures[stage] = texture;
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}
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else if (s_Textures[stage] != texture)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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glBindTexture(GL_TEXTURE_2D, texture);
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s_ActiveTexture = stage;
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}
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glBindTexture(GL_TEXTURE_2D, texture);
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s_Textures[stage] = texture;
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}
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}
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@ -226,14 +212,22 @@ void TextureCache::TCacheEntry::Load(unsigned int stage, unsigned int width, uns
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unsigned int expanded_width, unsigned int level)
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{
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if (s_ActiveTexture != stage)
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{
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glActiveTexture(GL_TEXTURE0 + stage);
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if(s_Textures[stage] != texture)
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glBindTexture(GL_TEXTURE_2D, texture);
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s_ActiveTexture = stage;
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s_Textures[stage] = texture;
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}
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if(level == 0 && m_tex_levels != 0)
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if (s_Textures[stage] != texture)
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{
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glBindTexture(GL_TEXTURE_2D, texture);
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s_Textures[stage] = texture;
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}
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// TODO: sloppy, just do this on creation?
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if (level == 0)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
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}
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if (pcfmt != PC_TEX_FMT_DXT1)
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{
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@ -417,47 +411,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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g_renderer->RestoreAPIState();
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}
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void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
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{
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const GLint c_MinLinearFilter[8] =
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{
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GL_NEAREST,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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GL_LINEAR,
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};
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const GLint c_WrapSettings[4] =
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{
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GL_CLAMP_TO_EDGE,
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GL_REPEAT,
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GL_MIRRORED_REPEAT,
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GL_REPEAT,
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};
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int filt = newmode.min_filter;
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if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
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filt += 4; // take equivalent forced linear
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, newmode1.min_lod / 16.0f);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, newmode1.max_lod / 16.0f);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
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// TODO: Reset anisotrop when changed to 1
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if (g_Config.iMaxAnisotropy >= 1)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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TextureCache::TextureCache()
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{
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const char *pColorMatrixProg =
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@ -65,11 +65,6 @@ private:
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void Bind(unsigned int stage);
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bool Save(const char filename[], unsigned int level);
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private:
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void SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1);
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TexMode0 currmode;
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TexMode1 currmode1;
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};
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~TextureCache();
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@ -217,6 +217,7 @@ void VertexManager::vFlush()
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{
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if (usedtextures & (1 << i))
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{
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g_renderer->SetSamplerState(i % 4, i / 4);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
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(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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