// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "SamplerCache.h" namespace OGL { SamplerCache *g_sampler_cache; SamplerCache::SamplerCache() : m_last_max_anisotropy() {} SamplerCache::~SamplerCache() { Clear(); } void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1) { // TODO: can this go somewhere else? if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy) { m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy; Clear(); } Params params(tm0, tm1); // take equivalent forced linear when bForceFiltering if (g_ActiveConfig.bForceFiltering) { params.tm0.min_filter |= 0x4; params.tm0.mag_filter |= 0x1; } // TODO: Should keep a circular buffer for each stage of recently used samplers. auto& active_sampler = m_active_samplers[stage]; if (active_sampler.first != params || !active_sampler.second.sampler_id) { // Active sampler does not match parameters (or is invalid), bind the proper one. active_sampler.first = params; active_sampler.second = GetEntry(params); glBindSampler(stage, active_sampler.second.sampler_id); } } auto SamplerCache::GetEntry(const Params& params) -> Value& { auto& val = m_cache[params]; if (!val.sampler_id) { // Sampler not found in cache, create it. glGenSamplers(1, &val.sampler_id); SetParameters(val.sampler_id, params); // TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though. //ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size()); } return val; } void SamplerCache::SetParameters(GLuint sampler_id, const Params& params) { static const GLint min_filters[8] = { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, }; static const GLint wrap_settings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT, }; auto& tm0 = params.tm0; auto& tm1 = params.tm1; glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filters[tm0.min_filter % ArraySize(min_filters)]); glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST); glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]); glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]); glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f); glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f); #ifndef USE_GLES3 glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f); if (g_ActiveConfig.iMaxAnisotropy > 0) glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy)); #endif } void SamplerCache::Clear() { for (auto it = m_cache.begin(); it != m_cache.end(); ++it) { glDeleteSamplers(1, &it->second.sampler_id); } m_cache.clear(); } }