Use immutable storage when available (#5053)
Going to merge this because I plan to use it.
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <cmath>
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#include <cstring>
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#include <iterator>
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#include <memory>
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@ -320,8 +321,14 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
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cur_state.Apply();
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glActiveTexture(GL_TEXTURE0);
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if (GL_ARB_texture_storage) {
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// Allocate all possible mipmap levels upfront
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auto levels = std::log2(std::max(width, height)) + 1;
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glTexStorage2D(GL_TEXTURE_2D, levels, format_tuple.internal_format, width, height);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
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format_tuple.format, format_tuple.type, nullptr);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -341,7 +348,11 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
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cur_state.texture_cube_unit.texture_cube = texture;
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cur_state.Apply();
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glActiveTexture(TextureUnits::TextureCube.Enum());
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if (GL_ARB_texture_storage) {
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// Allocate all possible mipmap levels in case the game uses them later
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auto levels = std::log2(width) + 1;
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glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format_tuple.internal_format, width, width);
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} else {
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for (auto faces : {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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@ -350,8 +361,9 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
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}) {
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glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0,
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format_tuple.format, format_tuple.type, nullptr);
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}
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}
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// Restore previous texture bindings
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@ -1550,9 +1562,14 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
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width = surface->GetScaledWidth();
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height = surface->GetScaledHeight();
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}
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// If we are using ARB_texture_storage then we've already allocated all of the mipmap
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// levels
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if (!GL_ARB_texture_storage) {
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for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
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glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
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height >> level, 0, format_tuple.format, format_tuple.type, nullptr);
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height >> level, 0, format_tuple.format, format_tuple.type,
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nullptr);
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}
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}
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if (surface->is_custom) {
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// TODO: proper mipmap support for custom textures
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