mirror of https://github.com/PCSX2/pcsx2.git
gsdx mipmap:ogl: add GL_TEXTURE mipmap support
* Allocate more memory for extra layers * Allow to upload data in any layers
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@ -74,6 +74,8 @@ GSDeviceOGL::GSDeviceOGL()
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memset(&m_profiler, 0 , sizeof(m_profiler));
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GLState::Clear();
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m_mipmap = theApp.GetConfigI("mipmap");
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// Reset the debug file
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#ifdef ENABLE_OGL_DEBUG
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m_debug_gl_file = fopen("GSdx_opengl_debug.txt","w");
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@ -227,7 +229,7 @@ GSTexture* GSDeviceOGL::CreateSurface(int type, int w, int h, bool msaa, int fmt
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// A wrapper to call GSTextureOGL, with the different kind of parameter
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GSTextureOGL* t = NULL;
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t = new GSTextureOGL(type, w, h, fmt, m_fbo_read);
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t = new GSTextureOGL(type, w, h, fmt, m_fbo_read, m_mipmap > 1);
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if (t == NULL) {
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throw GSDXErrorOOM();
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}
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@ -593,7 +595,7 @@ bool GSDeviceOGL::Reset(int w, int h)
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// Opengl allocate the backbuffer with the window. The render is done in the backbuffer when
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// there isn't any FBO. Only a dummy texture is created to easily detect when the rendering is done
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// in the backbuffer
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m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read);
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m_backbuffer = new GSTextureOGL(GSTextureOGL::Backbuffer, w, h, 0, m_fbo_read, false);
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return true;
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}
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@ -401,6 +401,7 @@ public:
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private:
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uint32 m_msaa; // Level of Msaa
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int m_force_texture_clear;
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int m_mipmap;
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static bool m_debug_gl_call;
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static FILE* m_debug_gl_file;
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@ -152,8 +152,8 @@ namespace PboPool {
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}
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}
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GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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: 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)
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GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap)
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: 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)
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{
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// OpenGL didn't like dimensions of size 0
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m_size.x = max(1,w);
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@ -249,6 +249,9 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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throw GSDXErrorOOM();
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}
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// Only 32 bits input texture will be supported for mipmap
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m_max_layer = mipmap && (m_type == GSTexture::Texture) && m_format == GL_RGBA8 ? (int)log2(max(w,h)) : 1;
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// Generate & Allocate the buffer
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switch (m_type) {
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case GSTexture::Offscreen:
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@ -258,7 +261,7 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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case GSTexture::RenderTarget:
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case GSTexture::DepthStencil:
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glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
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glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
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glTextureStorage2D(m_texture_id, m_max_layer + GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
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if (m_format == GL_R8) {
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// Emulate DX behavior, beside it avoid special code in shader to differentiate
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// palette texture from a GL_RGBA target or a GL_R texture.
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@ -306,6 +309,9 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
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{
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ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
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if (layer >= m_max_layer)
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return true;
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// Default upload path for the texture is the Map/Unmap
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// This path is mostly used for palette. But also for texture that could
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// overflow the pbo buffer
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@ -356,7 +362,7 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
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PboPool::Unmap();
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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());
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glTextureSubImage2D(m_texture_id, layer, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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PboPool::UnbindPbo();
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@ -369,6 +375,9 @@ bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int
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bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r, int layer)
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{
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if (layer >= m_max_layer)
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return false;
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GSVector4i r = _r ? *_r : GSVector4i(0, 0, m_size.x, m_size.y);
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// Will need some investigation
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ASSERT(r.width() != 0);
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@ -422,6 +431,7 @@ bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r, int layer)
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m_r_y = r.y;
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m_r_w = r.width();
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m_r_h = r.height();
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m_layer = layer;
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return true;
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}
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@ -435,7 +445,7 @@ void GSTextureOGL::Unmap()
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PboPool::Unmap();
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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());
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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());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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PboPool::UnbindPbo();
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@ -52,6 +52,8 @@ class GSTextureOGL final : public GSTexture
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int m_r_y;
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int m_r_w;
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int m_r_h;
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int m_layer;
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int m_max_layer;
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// internal opengl format/type/alignment
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GLenum m_int_format;
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@ -62,7 +64,7 @@ class GSTextureOGL final : public GSTexture
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uint32 m_mem_usage;
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public:
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explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read);
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explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap);
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virtual ~GSTextureOGL();
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bool Update(const GSVector4i& r, const void* data, int pitch, int layer = 0) final;
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