gsdx ogl: move texture management into a separate function

This commit is contained in:
Gregory Hainaut 2016-06-07 18:12:57 +02:00
parent f5675fc0fe
commit 7ece9b823d
2 changed files with 158 additions and 158 deletions

View File

@ -606,6 +606,160 @@ bool GSRendererOGL::EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_G
return require_barrier;
}
void GSRendererOGL::EmulateTextureSampler(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL::PSSamplerSelector ps_ssel, const GSTextureCache::Source* tex)
{
GSDeviceOGL* dev = (GSDeviceOGL*)m_dev;
// Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth.
//const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2 && !psm.depth;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = m_context->CLAMP.WMS;
ps_sel.wmt = m_context->CLAMP.WMT;
// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
ASSERT(!(psm.depth && m_vt.IsLinear()));
// Performance note:
// 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (ps_sel.shuffle) {
// Force a 32 bits access (normally shuffle is done on 16 bits)
// ps_sel.tex_fmt = 0; // removed as an optimization
ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
// Require a float conversion if the texure is a depth otherwise uses Integral scaling
if (psm.depth) {
ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
}
// Shuffle is a 16 bits format, so aem is always required
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
// The purpose of texture shuffle is to move color channel. Extra interpolation is likely a bad idea.
bilinear &= m_vt.IsLinear();
} else if (tex->m_target) {
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
// Select the 32/24/16 bits color (AEM)
ps_sel.tex_fmt = cpsm.fmt;
ps_sel.aem = m_env.TEXA.AEM;
// Don't upload AEM if format is 32 bits
if (cpsm.fmt) {
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
}
// Select the index format
if (tex->m_palette) {
// FIXME Potentially improve fmt field in GSLocalMemory
if (m_context->TEX0.PSM == PSM_PSMT4HL)
ps_sel.tex_fmt |= 1 << 2;
else if (m_context->TEX0.PSM == PSM_PSMT4HH)
ps_sel.tex_fmt |= 2 << 2;
else
ps_sel.tex_fmt |= 3 << 2;
// Alpha channel of the RT is reinterpreted as an index. Star
// Ocean 3 uses it to emulate a stencil buffer. It is a very
// bad idea to force bilinear filtering on it.
bilinear &= m_vt.IsLinear();
}
// Depth format
if (tex->m_texture->GetType() == GSTexture::DepthStencil) {
// Require a float conversion if the texure is a depth format
ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
} else if (psm.depth) {
// Use Integral scaling
ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 :
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
}
} else if (tex->m_palette) {
// Use a standard 8 bits texture. AEM is already done on the CLUT
// Therefore you only need to set the index
// ps_sel.aem = 0; // removed as an optimization
// Note 4 bits indexes are converted to 8 bits
ps_sel.tex_fmt = 3 << 2;
} else {
// Standard texture. Both index and AEM expansion were already done by the CPU.
// ps_sel.tex_fmt = 0; // removed as an optimization
// ps_sel.aem = 0; // removed as an optimization
}
if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
ps_sel.tfx = TFX_DECAL;
} else {
ps_sel.tfx = m_context->TEX0.TFX;
}
ps_sel.tcc = m_context->TEX0.TCC;
ps_sel.ltf = bilinear && !simple_sample;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << m_context->TEX0.TW);
int th = (int)(1 << m_context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
ps_sel.fst = !!PRIM->FST;
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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;
ps_cb.TC_OH_TS = GSVector4(1/16.0f, 1/16.0f, UserHacks_TCO_x, UserHacks_TCO_y) / WH.xyxy();
// 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;
ps_ssel.aniso = simple_sample;
// Setup Texture ressources
dev->SetupSampler(ps_ssel);
dev->PSSetShaderResources(tex->m_texture, tex->m_palette);
if (tex->m_spritehack_t && (ps_sel.atst == 2)) {
ps_sel.atst = 1;
}
}
GSRendererOGL::PRIM_OVERLAP GSRendererOGL::PrimitiveOverlap()
{
// Either 1 triangle or 1 line or 3 POINTs
@ -1082,165 +1236,10 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// By default don't use texture
ps_sel.tfx = 4;
bool spritehack = false;
int atst = ps_sel.atst;
if (tex)
{
// Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth.
//const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM];
const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && m_context->CLAMP.WMS < 2 && m_context->CLAMP.WMT < 2 && !psm.depth;
// Don't force extra filtering on sprite (it creates various upscaling issue)
bilinear &= !((m_vt.m_primclass == GS_SPRITE_CLASS) && m_userhacks_round_sprite_offset && !m_vt.IsLinear());
ps_sel.wms = m_context->CLAMP.WMS;
ps_sel.wmt = m_context->CLAMP.WMT;
// Depth + bilinear filtering isn't done yet (And I'm not sure we need it anyway but a game will prove me wrong)
// So of course, GTA set the linear mode, but sampling is done at texel center so it is equivalent to nearest sampling
ASSERT(!(psm.depth && m_vt.IsLinear()));
// Performance note:
// 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (ps_sel.shuffle) {
// Force a 32 bits access (normally shuffle is done on 16 bits)
// ps_sel.tex_fmt = 0; // removed as an optimization
ps_sel.aem = m_env.TEXA.AEM;
ASSERT(tex->m_target);
// Require a float conversion if the texure is a depth otherwise uses Integral scaling
if (psm.depth) {
ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 : 1;
}
// Shuffle is a 16 bits format, so aem is always required
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
// The purpose of texture shuffle is to move color channel. Extra interpolation is likely a bad idea.
bilinear &= m_vt.IsLinear();
} else if (tex->m_target) {
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
// Select the 32/24/16 bits color (AEM)
ps_sel.tex_fmt = cpsm.fmt;
ps_sel.aem = m_env.TEXA.AEM;
// Don't upload AEM if format is 32 bits
if (cpsm.fmt) {
GSVector4 ta(m_env.TEXA & GSVector4i::x000000ff());
ta /= 255.0f;
// FIXME rely on compiler for the optimization
ps_cb.TA_Af.x = ta.x;
ps_cb.TA_Af.y = ta.y;
}
// Select the index format
if (tex->m_palette) {
// FIXME Potentially improve fmt field in GSLocalMemory
if (m_context->TEX0.PSM == PSM_PSMT4HL)
ps_sel.tex_fmt |= 1 << 2;
else if (m_context->TEX0.PSM == PSM_PSMT4HH)
ps_sel.tex_fmt |= 2 << 2;
else
ps_sel.tex_fmt |= 3 << 2;
// Alpha channel of the RT is reinterpreted as an index. Star
// Ocean 3 uses it to emulate a stencil buffer. It is a very
// bad idea to force bilinear filtering on it.
bilinear &= m_vt.IsLinear();
}
// Depth format
if (tex->m_texture->GetType() == GSTexture::DepthStencil) {
// Require a float conversion if the texure is a depth format
ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
} else if (psm.depth) {
// Use Integral scaling
ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 :
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
}
} else if (tex->m_palette) {
// Use a standard 8 bits texture. AEM is already done on the CLUT
// Therefore you only need to set the index
// ps_sel.aem = 0; // removed as an optimization
// Note 4 bits indexes are converted to 8 bits
ps_sel.tex_fmt = 3 << 2;
} else {
// Standard texture. Both index and AEM expansion were already done by the CPU.
// ps_sel.tex_fmt = 0; // removed as an optimization
// ps_sel.aem = 0; // removed as an optimization
}
if (m_context->TEX0.TFX == TFX_MODULATE && m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(128))) {
// Micro optimization that reduces GPU load (removes 5 instructions on the FS program)
ps_sel.tfx = TFX_DECAL;
} else {
ps_sel.tfx = m_context->TEX0.TFX;
}
ps_sel.tcc = m_context->TEX0.TCC;
ps_sel.ltf = bilinear && !simple_sample;
spritehack = tex->m_spritehack_t;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << m_context->TEX0.TW);
int th = (int)(1 << m_context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
ps_sel.fst = !!PRIM->FST;
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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;
ps_cb.TC_OH_TS = GSVector4(1/16.0f, 1/16.0f, UserHacks_TCO_x, UserHacks_TCO_y) / WH.xyxy();
// 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;
ps_ssel.aniso = simple_sample;
// Setup Texture ressources
dev->SetupSampler(ps_ssel);
dev->PSSetShaderResources(tex->m_texture, tex->m_palette);
if (spritehack && (ps_sel.atst == 2)) {
ps_sel.atst = 1;
}
} else {
#ifdef ENABLE_OGL_DEBUG
// Unattach texture to avoid noise in debugger
dev->PSSetShaderResources(NULL, NULL);
#endif
if (tex) {
EmulateTextureSampler(ps_sel, ps_ssel, tex);
}
// Always bind the RT. This way special effect can use it.
dev->PSSetShaderResource(3, rt);
@ -1325,7 +1324,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
ps_sel.atst = iatst[atst];
if (spritehack && (ps_sel.atst == 2)) {
if (tex && tex->m_spritehack_t && (ps_sel.atst == 2)) {
ps_sel.atst = 1;
}

View File

@ -67,6 +67,7 @@ class GSRendererOGL final : public GSRendererHW
inline bool EmulateTextureShuffleAndFbmask(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL::OMColorMaskSelector& om_csel);
inline void EmulateChannelShuffle(GSDeviceOGL::PSSelector& ps_sel, GSTexture** rt, const GSTextureCache::Source* tex);
inline bool EmulateBlending(GSDeviceOGL::PSSelector& ps_sel, bool DATE_GL42);
inline void EmulateTextureSampler(GSDeviceOGL::PSSelector& ps_sel, GSDeviceOGL::PSSamplerSelector ps_ssel, const GSTextureCache::Source* tex);
public:
GSRendererOGL();