gsdx mipmap:ogl: add GL_TEXTURE mipmap support

* Allocate more memory for extra layers
* Allow to upload data in any layers
This commit is contained in:
Gregory Hainaut 2016-09-30 20:04:24 +02:00
parent 76bd968c59
commit dbb4bdf59f
4 changed files with 23 additions and 8 deletions

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@ -74,6 +74,8 @@ GSDeviceOGL::GSDeviceOGL()
memset(&m_profiler, 0 , sizeof(m_profiler));
GLState::Clear();
m_mipmap = theApp.GetConfigI("mipmap");
// Reset the debug file
#ifdef ENABLE_OGL_DEBUG
m_debug_gl_file = fopen("GSdx_opengl_debug.txt","w");
@ -227,7 +229,7 @@ GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int fmt
// A wrapper to call GSTextureOGL, with the different kind of parameter
GSTextureOGL* t = NULL;
t = new GSTextureOGL(type, w, h, fmt, m_fbo_read);
t = new GSTextureOGL(type, w, h, fmt, m_fbo_read, m_mipmap > 1);
if (t == NULL) {
throw GSDXErrorOOM();
}
@ -593,7 +595,7 @@ bool GSDeviceOGL::Reset(int w, int h)
// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
// in the backbuffer
m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read);
m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read, false);
return true;
}

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@ -401,6 +401,7 @@ public:
private:
uint32 m_msaa; // Level of Msaa
int m_force_texture_clear;
int m_mipmap;
static bool m_debug_gl_call;
static FILE* m_debug_gl_file;

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@ -152,8 +152,8 @@ namespace PboPool {
}
}
GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
: m_pbo_size(0), m_clean(false), m_local_buffer(NULL), m_r_x(0), m_r_y(0), m_r_w(0), m_r_h(0)
GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap)
: m_pbo_size(0), m_clean(false), m_local_buffer(NULL), m_r_x(0), m_r_y(0), m_r_w(0), m_r_h(0), m_layer(0)
{
// OpenGL didn't like dimensions of size 0
m_size.x = max(1,w);
@ -249,6 +249,9 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
throw GSDXErrorOOM();
}
// Only 32 bits input texture will be supported for mipmap
m_max_layer = mipmap && (m_type == GSTexture::Texture) && m_format == GL_RGBA8 ? (int)log2(max(w,h)) : 1;
// Generate & Allocate the buffer
switch (m_type) {
case GSTexture::Offscreen:
@ -258,7 +261,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
case GSTexture::RenderTarget:
case GSTexture::DepthStencil:
glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
glTextureStorage2D(m_texture_id, m_max_layer + GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
if (m_format == GL_R8) {
// Emulate DX behavior, beside it avoid special code in shader to differentiate
// palette texture from a GL_RGBA target or a GL_R texture.
@ -306,6 +309,9 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
{
ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
if (layer >= m_max_layer)
return true;
// 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
@ -356,7 +362,7 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
PboPool::Unmap();
glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
glTextureSubImage2D(m_texture_id, layer, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
// FIXME OGL4: investigate, only 1 unpack buffer always bound
PboPool::UnbindPbo();
@ -369,6 +375,9 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r, int layer)
{
if (layer >= m_max_layer)
return false;
GSVector4i r = _r ? *_r : GSVector4i(0, 0, m_size.x, m_size.y);
// Will need some investigation
ASSERT(r.width() != 0);
@ -422,6 +431,7 @@ bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r, int layer)
m_r_y = r.y;
m_r_w = r.width();
m_r_h = r.height();
m_layer = layer;
return true;
}
@ -435,7 +445,7 @@ void GSTextureOGL::Unmap()
PboPool::Unmap();
glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, m_r_x, m_r_y, m_r_w, m_r_h, m_int_format, m_int_type, (const void*)PboPool::Offset());
glTextureSubImage2D(m_texture_id, m_layer, m_r_x, m_r_y, m_r_w, m_r_h, m_int_format, m_int_type, (const void*)PboPool::Offset());
// FIXME OGL4: investigate, only 1 unpack buffer always bound
PboPool::UnbindPbo();

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@ -52,6 +52,8 @@ class GSTextureOGL final : public GSTexture
int m_r_y;
int m_r_w;
int m_r_h;
int m_layer;
int m_max_layer;
// internal opengl format/type/alignment
GLenum m_int_format;
@ -62,7 +64,7 @@ class GSTextureOGL final : public GSTexture
uint32 m_mem_usage;
public:
explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read);
explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap);
virtual ~GSTextureOGL();
bool Update(const GSVector4i& r, const void* data, int pitch, int layer = 0) final;