gsdx-ogl: sort the texture upload code

I wanted to do a separate path for palette texture. So far, it isn't very
conclusive.
This commit is contained in:
Gregory Hainaut 2016-03-19 00:58:26 +01:00
parent 46a4d2dc47
commit 68aa182b16
1 changed files with 35 additions and 22 deletions

View File

@ -334,26 +334,51 @@ void GSTextureOGL::Invalidate()
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch) 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); 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_dirty = true;
m_clean = false; m_clean = false;
glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
char* src = (char*)data;
uint32 row_byte = r.width() << m_int_shift; uint32 row_byte = r.width() << m_int_shift;
uint32 map_size = r.height() * row_byte; uint32 map_size = r.height() * row_byte;
char* map = PboPool::Map(map_size);
#ifdef ENABLE_OGL_DEBUG_MEM_BW #ifdef ENABLE_OGL_DEBUG_MEM_BW
g_real_texture_upload_byte += map_size; g_real_texture_upload_byte += map_size;
#endif #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 // 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 // Note: row_byte != pitch
for (int h = 0; h < r.height(); h++) { 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::UnbindPbo();
PboPool::EndTransfer(); PboPool::EndTransfer();
#endif
GL_POP(); 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; return true;
#endif
} }
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r) bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)