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OpenGL: Use Sampler Objects to decouple sampler config from textures

Fixes #978
This commit is contained in:
Yuri Kunde Schlesner 2015-08-30 10:05:56 -03:00
parent 466e608c19
commit b044c047c4
4 changed files with 76 additions and 21 deletions

View File

@ -68,6 +68,12 @@ void RasterizerOpenGL::InitObjects() {
uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str()); uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str());
} }
// Create sampler objects
for (int i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
}
// Generate VBO and VAO // Generate VBO and VAO
vertex_buffer.Create(); vertex_buffer.Create();
vertex_array.Create(); vertex_array.Create();
@ -445,6 +451,45 @@ void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) {
res_cache.NotifyFlush(addr, size); res_cache.NotifyFlush(addr, size);
} }
void RasterizerOpenGL::SamplerInfo::Create() {
sampler.Create();
mag_filter = min_filter = TextureConfig::Linear;
wrap_s = wrap_t = TextureConfig::Repeat;
border_color = 0;
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
// Other attributes have correct defaults
}
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
GLuint s = sampler.handle;
if (mag_filter != config.mag_filter) {
mag_filter = config.mag_filter;
glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
}
if (min_filter != config.min_filter) {
min_filter = config.min_filter;
glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
}
if (wrap_s != config.wrap_s) {
wrap_s = config.wrap_s;
glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
}
if (wrap_t != config.wrap_t) {
wrap_t = config.wrap_t;
glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
}
if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
if (border_color != config.border_color.raw) {
auto gl_color = PicaToGL::ColorRGBA8(border_color);
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
}
}
}
void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) { void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
GLint internal_format; GLint internal_format;
@ -772,6 +817,7 @@ void RasterizerOpenGL::SyncDrawState() {
const auto& texture = pica_textures[texture_index]; const auto& texture = pica_textures[texture_index];
if (texture.enabled) { if (texture.enabled) {
texture_samplers[texture_index].SyncWithConfig(texture.config);
res_cache.LoadAndBindTexture(state, texture_index, texture); res_cache.LoadAndBindTexture(state, texture_index, texture);
} else { } else {
state.texture_units[texture_index].texture_2d = 0; state.texture_units[texture_index].texture_2d = 0;

View File

@ -80,6 +80,24 @@ private:
GLenum gl_type; GLenum gl_type;
}; };
struct SamplerInfo {
using TextureConfig = Pica::Regs::TextureConfig;
OGLSampler sampler;
/// Creates the sampler object, initializing its state so that it's in sync with the SamplerInfo struct.
void Create();
/// Syncs the sampler object with the config, updating any necessary state.
void SyncWithConfig(const TextureConfig& config);
private:
TextureConfig::TextureFilter mag_filter;
TextureConfig::TextureFilter min_filter;
TextureConfig::WrapMode wrap_s;
TextureConfig::WrapMode wrap_t;
u32 border_color;
};
/// Structure that the hardware rendered vertices are composed of /// Structure that the hardware rendered vertices are composed of
struct HardwareVertex { struct HardwareVertex {
HardwareVertex(const Pica::Shader::OutputVertex& v) { HardwareVertex(const Pica::Shader::OutputVertex& v) {
@ -193,6 +211,7 @@ private:
PAddr last_fb_depth_addr; PAddr last_fb_depth_addr;
// Hardware rasterizer // Hardware rasterizer
std::array<SamplerInfo, 3> texture_samplers;
TextureInfo fb_color_texture; TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture; DepthTextureInfo fb_depth_texture;
OGLShader shader; OGLShader shader;

View File

@ -20,9 +20,8 @@ RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192)); MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192));
void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) { void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info) {
PAddr texture_addr = config.config.GetPhysicalAddress(); const auto cached_texture = texture_cache.find(info.physical_address);
const auto cached_texture = texture_cache.find(texture_addr);
if (cached_texture != texture_cache.end()) { if (cached_texture != texture_cache.end()) {
state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle; state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
@ -37,26 +36,12 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
state.Apply(); state.Apply();
glActiveTexture(GL_TEXTURE0 + texture_unit); glActiveTexture(GL_TEXTURE0 + texture_unit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(config.config.mag_filter)); u8* texture_src_data = Memory::GetPhysicalPointer(info.physical_address);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(config.config.min_filter));
GLenum wrap_s = PicaToGL::WrapMode(config.config.wrap_s);
GLenum wrap_t = PicaToGL::WrapMode(config.config.wrap_t);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
if (wrap_s == GL_CLAMP_TO_BORDER || wrap_t == GL_CLAMP_TO_BORDER) {
auto border_color = PicaToGL::ColorRGBA8(config.config.border_color.raw);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color.data());
}
const auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format);
u8* texture_src_data = Memory::GetPhysicalPointer(texture_addr);
new_texture->width = info.width; new_texture->width = info.width;
new_texture->height = info.height; new_texture->height = info.height;
new_texture->size = info.stride * info.height; new_texture->size = info.stride * info.height;
new_texture->addr = texture_addr; new_texture->addr = info.physical_address;
new_texture->hash = Common::ComputeHash64(texture_src_data, new_texture->size); new_texture->hash = Common::ComputeHash64(texture_src_data, new_texture->size);
std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]); std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]);
@ -69,7 +54,7 @@ void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned text
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get());
texture_cache.emplace(texture_addr, std::move(new_texture)); texture_cache.emplace(info.physical_address, std::move(new_texture));
} }
} }

View File

@ -6,6 +6,7 @@
#include "gl_state.h" #include "gl_state.h"
#include "gl_resource_manager.h" #include "gl_resource_manager.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/pica.h" #include "video_core/pica.h"
#include <memory> #include <memory>
@ -16,7 +17,11 @@ public:
~RasterizerCacheOpenGL(); ~RasterizerCacheOpenGL();
/// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached) /// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config); void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info);
void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
LoadAndBindTexture(state, texture_unit, Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format));
}
/// Flush any cached resource that touches the flushed region /// Flush any cached resource that touches the flushed region
void NotifyFlush(PAddr addr, u32 size, bool ignore_hash = false); void NotifyFlush(PAddr addr, u32 size, bool ignore_hash = false);