dolphin/Source/Core/VideoBackends/OGL/SamplerCache.cpp

121 lines
3.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/SamplerCache.h"
#include <memory>
#include "Common/CommonTypes.h"
#include "Common/GL/GLInterfaceBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
std::unique_ptr<SamplerCache> g_sampler_cache;
SamplerCache::SamplerCache()
{
glGenSamplers(1, &m_point_sampler);
glGenSamplers(1, &m_linear_sampler);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_point_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_linear_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
SamplerCache::~SamplerCache()
{
Clear();
glDeleteSamplers(1, &m_point_sampler);
glDeleteSamplers(1, &m_linear_sampler);
}
void SamplerCache::BindNearestSampler(int stage)
{
glBindSampler(stage, m_point_sampler);
}
void SamplerCache::BindLinearSampler(int stage)
{
glBindSampler(stage, m_linear_sampler);
}
void SamplerCache::SetSamplerState(u32 stage, const SamplerState& state)
{
if (m_active_samplers[stage].first == state && m_active_samplers[stage].second != 0)
return;
auto it = m_cache.find(state);
if (it == m_cache.end())
{
GLuint sampler;
glGenSamplers(1, &sampler);
SetParameters(sampler, state);
it = m_cache.emplace(state, sampler).first;
}
m_active_samplers[stage].first = state;
m_active_samplers[stage].second = it->second;
glBindSampler(stage, it->second);
}
void SamplerCache::InvalidateBinding(u32 stage)
{
m_active_samplers[stage].second = 0;
}
void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
{
GLenum min_filter;
GLenum mag_filter = (params.mag_filter == SamplerState::Filter::Point) ? GL_NEAREST : GL_LINEAR;
if (params.mipmap_filter == SamplerState::Filter::Linear)
{
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_LINEAR :
GL_LINEAR_MIPMAP_LINEAR;
}
else
{
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_NEAREST :
GL_LINEAR_MIPMAP_NEAREST;
}
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
static constexpr std::array<GLenum, 3> address_modes = {
{GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT}};
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S,
address_modes[static_cast<u32>(params.wrap_u.Value())]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T,
address_modes[static_cast<u32>(params.wrap_v.Value())]);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, params.min_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, params.max_lod / 16.f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.lod_bias / 32.f);
if (params.anisotropic_filtering && g_ogl_config.bSupportsAniso)
{
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy));
}
}
void SamplerCache::Clear()
{
for (auto& p : m_cache)
glDeleteSamplers(1, &p.second);
for (auto& p : m_active_samplers)
p.second = 0;
m_cache.clear();
}
}