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OpenGL: Use Sampler Objects to decouple sampler config from textures
Fixes #978
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466e608c19
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@ -68,6 +68,12 @@ void RasterizerOpenGL::InitObjects() {
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uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str());
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}
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// Create sampler objects
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for (int i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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// Generate VBO and VAO
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vertex_buffer.Create();
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vertex_array.Create();
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@ -445,6 +451,45 @@ void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) {
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res_cache.NotifyFlush(addr, size);
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}
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void RasterizerOpenGL::SamplerInfo::Create() {
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sampler.Create();
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mag_filter = min_filter = TextureConfig::Linear;
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wrap_s = wrap_t = TextureConfig::Repeat;
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border_color = 0;
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glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
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// Other attributes have correct defaults
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}
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void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
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GLuint s = sampler.handle;
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if (mag_filter != config.mag_filter) {
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mag_filter = config.mag_filter;
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glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
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}
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if (min_filter != config.min_filter) {
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min_filter = config.min_filter;
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glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
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}
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if (wrap_s != config.wrap_s) {
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wrap_s = config.wrap_s;
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glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
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}
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if (wrap_t != config.wrap_t) {
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wrap_t = config.wrap_t;
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glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
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}
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if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
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if (border_color != config.border_color.raw) {
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auto gl_color = PicaToGL::ColorRGBA8(border_color);
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glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
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}
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}
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}
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void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
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GLint internal_format;
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@ -772,6 +817,7 @@ void RasterizerOpenGL::SyncDrawState() {
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const auto& texture = pica_textures[texture_index];
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if (texture.enabled) {
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texture_samplers[texture_index].SyncWithConfig(texture.config);
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res_cache.LoadAndBindTexture(state, texture_index, texture);
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} else {
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state.texture_units[texture_index].texture_2d = 0;
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@ -80,6 +80,24 @@ private:
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GLenum gl_type;
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};
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struct SamplerInfo {
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using TextureConfig = Pica::Regs::TextureConfig;
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OGLSampler sampler;
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/// Creates the sampler object, initializing its state so that it's in sync with the SamplerInfo struct.
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void Create();
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/// Syncs the sampler object with the config, updating any necessary state.
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void SyncWithConfig(const TextureConfig& config);
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private:
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TextureConfig::TextureFilter mag_filter;
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TextureConfig::TextureFilter min_filter;
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TextureConfig::WrapMode wrap_s;
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TextureConfig::WrapMode wrap_t;
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u32 border_color;
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};
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex(const Pica::Shader::OutputVertex& v) {
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@ -193,6 +211,7 @@ private:
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PAddr last_fb_depth_addr;
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// Hardware rasterizer
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std::array<SamplerInfo, 3> texture_samplers;
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TextureInfo fb_color_texture;
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DepthTextureInfo fb_depth_texture;
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OGLShader shader;
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@ -20,9 +20,8 @@ RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
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MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192));
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void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
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PAddr texture_addr = config.config.GetPhysicalAddress();
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const auto cached_texture = texture_cache.find(texture_addr);
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void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info) {
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const auto cached_texture = texture_cache.find(info.physical_address);
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if (cached_texture != texture_cache.end()) {
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state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
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@ -37,26 +36,12 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
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state.Apply();
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(config.config.mag_filter));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(config.config.min_filter));
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GLenum wrap_s = PicaToGL::WrapMode(config.config.wrap_s);
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GLenum wrap_t = PicaToGL::WrapMode(config.config.wrap_t);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
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if (wrap_s == GL_CLAMP_TO_BORDER || wrap_t == GL_CLAMP_TO_BORDER) {
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auto border_color = PicaToGL::ColorRGBA8(config.config.border_color.raw);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color.data());
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}
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const auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format);
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u8* texture_src_data = Memory::GetPhysicalPointer(texture_addr);
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u8* texture_src_data = Memory::GetPhysicalPointer(info.physical_address);
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new_texture->width = info.width;
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new_texture->height = info.height;
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new_texture->size = info.stride * info.height;
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new_texture->addr = texture_addr;
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new_texture->addr = info.physical_address;
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new_texture->hash = Common::ComputeHash64(texture_src_data, new_texture->size);
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std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]);
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@ -69,7 +54,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get());
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texture_cache.emplace(texture_addr, std::move(new_texture));
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texture_cache.emplace(info.physical_address, std::move(new_texture));
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}
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}
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@ -6,6 +6,7 @@
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#include "gl_state.h"
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#include "gl_resource_manager.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/pica.h"
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#include <memory>
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@ -16,7 +17,11 @@ public:
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~RasterizerCacheOpenGL();
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/// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
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void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config);
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void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info);
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void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
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LoadAndBindTexture(state, texture_unit, Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format));
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}
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/// Flush any cached resource that touches the flushed region
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void NotifyFlush(PAddr addr, u32 size, bool ignore_hash = false);
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