From 68aa182b16cf3ce007f195fe0b644bb9649d9cde Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Sat, 19 Mar 2016 00:58:26 +0100 Subject: [PATCH] gsdx-ogl: sort the texture upload code I wanted to do a separate path for palette texture. So far, it isn't very conclusive. --- plugins/GSdx/GSTextureOGL.cpp | 57 +++++++++++++++++++++-------------- 1 file changed, 35 insertions(+), 22 deletions(-) diff --git a/plugins/GSdx/GSTextureOGL.cpp b/plugins/GSdx/GSTextureOGL.cpp index d02525f945..c1d6096a8e 100644 --- a/plugins/GSdx/GSTextureOGL.cpp +++ b/plugins/GSdx/GSTextureOGL.cpp @@ -334,26 +334,51 @@ void GSTextureOGL::Invalidate() bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch) { - // Done in map/unmap directly - ASSERT(0); - ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen); - GL_PUSH("Upload Texture %d", m_texture_id); + + // Default upload path for the texture is the Map/Unmap + // This path is mostly used for palette. But also for texture that could + // overflow the pbo buffer + // Data upload is rather small typically 64B or 1024B. So don't bother with PBO + // and directly send the data to the GL synchronously m_dirty = true; m_clean = false; - glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment); - - char* src = (char*)data; uint32 row_byte = r.width() << m_int_shift; uint32 map_size = r.height() * row_byte; - char* map = PboPool::Map(map_size); - #ifdef ENABLE_OGL_DEBUG_MEM_BW g_real_texture_upload_byte += map_size; #endif + glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment); + +#if 0 + if (r.height() == 1) { + // Palette data. Transfer is small either 64B or 1024B. + // Sometimes it is faster, sometimes slower. + glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); + return true; + } +#endif + + GL_PUSH("Upload Texture %d", m_texture_id); + + // The easy solution without PBO +#if 0 + // Likely a bad texture + glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift); + + glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); + + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior +#endif + + // The complex solution with PBO +#if 1 + char* src = (char*)data; + char* map = PboPool::Map(map_size); + // PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch // Note: row_byte != pitch for (int h = 0; h < r.height(); h++) { @@ -370,23 +395,11 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch) PboPool::UnbindPbo(); PboPool::EndTransfer(); +#endif GL_POP(); - return true; - - // For reference, standard upload without pbo (Used to crash on FGLRX) -#if 0 - // pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel - glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment); - glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift); - - glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data); - - // FIXME useful? - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior return true; -#endif } bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)