gsdx-ogl: reduce state change

* don't dirty aref when a fog color is uploaded
* only set clamp mode in clamp mode (region clamp is handled in shader)

v2: fix SSE2/3 compilation
This commit is contained in:
Gregory Hainaut 2015-08-14 23:53:01 +02:00
parent c5a786ed2c
commit 37f9bcf9cb
1 changed files with 15 additions and 4 deletions

View File

@ -760,7 +760,13 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
{
ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4::rgba32(m_env.FOGCOL.u32[0]);
GSVector4 fc = GSVector4::rgba32(m_env.FOGCOL.u32[0]);
#if _M_SSE >= 0x401
// Blend AREF to avoid to load a random value for alpha (dirty cache)
ps_cb.FogColor_AREF = fc.blend32<8>(ps_cb.FogColor_AREF);
#else
ps_cb.FogColor_AREF = fc;
#endif
}
if (m_context->TEST.ATE)
@ -831,13 +837,17 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
if (PRIM->FST)
{
// FIXME move it in the ps_cb
vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
ps_sel.fst = 1;
}
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
if ((m_context->CLAMP.WMS | m_context->CLAMP.WMT) > 1) {
ps_cb.MskFix = GSVector4i(m_context->CLAMP.MINU, m_context->CLAMP.MINV, m_context->CLAMP.MAXU, m_context->CLAMP.MAXV);
ps_cb.MinMax = GSVector4(ps_cb.MskFix) / WH.xyxy();
}
// TC Offset Hack
ps_sel.tcoffsethack = !!UserHacks_TCOffset;
@ -849,8 +859,9 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_cb.MinMax = clamp / WH.xyxy();
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
ps_ssel.tau = (m_context->CLAMP.WMS + 3) >> 1;
ps_ssel.tav = (m_context->CLAMP.WMT + 3) >> 1;
// Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader
ps_ssel.tau = (m_context->CLAMP.WMS != CLAMP_CLAMP);
ps_ssel.tav = (m_context->CLAMP.WMT != CLAMP_CLAMP);
ps_ssel.ltf = bilinear && simple_sample;
// Setup Texture ressources