mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-01 16:05:07 +01:00
rasterizer_cache: Remove remaining OpenGL code
This commit is contained in:
parent
fc450edd14
commit
1579f96397
@ -7,13 +7,11 @@
|
||||
#include "common/alignment.h"
|
||||
#include "common/logging/log.h"
|
||||
#include "common/microprofile.h"
|
||||
#include "common/scope_exit.h"
|
||||
#include "video_core/pica_state.h"
|
||||
#include "video_core/rasterizer_cache/rasterizer_cache.h"
|
||||
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
|
||||
#include "video_core/renderer_opengl/texture_downloader_es.h"
|
||||
#include "video_core/renderer_opengl/gl_format_reinterpreter.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
|
||||
namespace OpenGL {
|
||||
@ -78,76 +76,24 @@ static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
|
||||
}
|
||||
|
||||
// Allocate an uninitialized texture of appropriate size and format for the surface
|
||||
OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& format_tuple, u32 width,
|
||||
u32 height) {
|
||||
auto recycled_tex = host_texture_recycler.find({format_tuple, width, height});
|
||||
OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& tuple,
|
||||
u32 width, u32 height) {
|
||||
auto recycled_tex = host_texture_recycler.find({tuple, width, height});
|
||||
if (recycled_tex != host_texture_recycler.end()) {
|
||||
OGLTexture texture = std::move(recycled_tex->second);
|
||||
host_texture_recycler.erase(recycled_tex);
|
||||
return texture;
|
||||
}
|
||||
|
||||
const GLsizei levels = static_cast<GLsizei>(std::log2(std::max(width, height))) + 1;
|
||||
|
||||
OGLTexture texture;
|
||||
texture.Create();
|
||||
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
// Keep track of previous texture bindings
|
||||
GLuint old_tex = cur_state.texture_units[0].texture_2d;
|
||||
cur_state.texture_units[0].texture_2d = texture.handle;
|
||||
cur_state.Apply();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (GL_ARB_texture_storage) {
|
||||
// Allocate all possible mipmap levels upfront
|
||||
const GLsizei levels = static_cast<GLsizei>(std::log2(std::max(width, height))) + 1;
|
||||
glTexStorage2D(GL_TEXTURE_2D, levels, format_tuple.internal_format, width, height);
|
||||
} else {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Restore previous texture bindings
|
||||
cur_state.texture_units[0].texture_2d = old_tex;
|
||||
cur_state.Apply();
|
||||
texture.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format, width, height);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple, u32 width) {
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
|
||||
// Keep track of previous texture bindings
|
||||
GLuint old_tex = cur_state.texture_cube_unit.texture_cube;
|
||||
cur_state.texture_cube_unit.texture_cube = texture;
|
||||
cur_state.Apply();
|
||||
glActiveTexture(TextureUnits::TextureCube.Enum());
|
||||
if (GL_ARB_texture_storage) {
|
||||
// Allocate all possible mipmap levels in case the game uses them later
|
||||
const GLsizei levels = static_cast<GLsizei>(std::log2(width)) + 1;
|
||||
glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format_tuple.internal_format, width, width);
|
||||
} else {
|
||||
for (auto faces : {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
|
||||
}) {
|
||||
glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Restore previous texture bindings
|
||||
cur_state.texture_cube_unit.texture_cube = old_tex;
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_CopySurface, "OpenGL", "CopySurface", MP_RGB(128, 192, 64));
|
||||
void RasterizerCacheOpenGL::CopySurface(const Surface& src_surface, const Surface& dst_surface,
|
||||
SurfaceInterval copy_interval) {
|
||||
@ -562,20 +508,19 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
|
||||
auto& cube = texture_cube_cache[config];
|
||||
|
||||
struct Face {
|
||||
Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address, GLenum gl_face)
|
||||
: watcher(watcher), address(address), gl_face(gl_face) {}
|
||||
Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address)
|
||||
: watcher(watcher), address(address) {}
|
||||
std::shared_ptr<SurfaceWatcher>& watcher;
|
||||
PAddr address;
|
||||
GLenum gl_face;
|
||||
};
|
||||
|
||||
const std::array<Face, 6> faces{{
|
||||
{cube.px, config.px, GL_TEXTURE_CUBE_MAP_POSITIVE_X},
|
||||
{cube.nx, config.nx, GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
|
||||
{cube.py, config.py, GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
|
||||
{cube.ny, config.ny, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
|
||||
{cube.pz, config.pz, GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
|
||||
{cube.nz, config.nz, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z},
|
||||
{cube.px, config.px},
|
||||
{cube.nx, config.nx},
|
||||
{cube.py, config.py},
|
||||
{cube.ny, config.ny},
|
||||
{cube.pz, config.pz},
|
||||
{cube.nz, config.nz},
|
||||
}};
|
||||
|
||||
for (const Face& face : faces) {
|
||||
@ -606,18 +551,17 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
|
||||
}
|
||||
}
|
||||
|
||||
const auto& tuple = GetFormatTuple(PixelFormatFromTextureFormat(config.format));
|
||||
const u32 width = cube.res_scale * config.width;
|
||||
const GLsizei levels = static_cast<GLsizei>(std::log2(width)) + 1;
|
||||
|
||||
// Allocate the cube texture
|
||||
cube.texture.Create();
|
||||
AllocateTextureCube(
|
||||
cube.texture.handle,
|
||||
GetFormatTuple(PixelFormatFromTextureFormat(config.format)),
|
||||
cube.res_scale * config.width);
|
||||
cube.texture.Allocate(GL_TEXTURE_CUBE_MAP, levels, tuple.internal_format, width, width);
|
||||
}
|
||||
|
||||
u32 scaled_size = cube.res_scale * config.width;
|
||||
|
||||
OpenGLState prev_state = OpenGLState::GetCurState();
|
||||
SCOPE_EXIT({ prev_state.Apply(); });
|
||||
|
||||
for (const Face& face : faces) {
|
||||
if (face.watcher && !face.watcher->IsValid()) {
|
||||
auto surface = face.watcher->Get();
|
||||
|
@ -717,27 +717,21 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
|
||||
}
|
||||
|
||||
OGLTexture temp_tex;
|
||||
if (need_duplicate_texture && (GLAD_GL_ARB_copy_image || GLES)) {
|
||||
if (need_duplicate_texture) {
|
||||
const auto& tuple = GetFormatTuple(color_surface->pixel_format);
|
||||
const GLsizei levels = color_surface->max_level + 1;
|
||||
|
||||
// The game is trying to use a surface as a texture and framebuffer at the same time
|
||||
// which causes unpredictable behavior on the host.
|
||||
// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
|
||||
temp_tex.Create();
|
||||
glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
|
||||
auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
|
||||
OGLTexture::Allocate(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format, format,
|
||||
type, color_surface->GetScaledWidth(),
|
||||
color_surface->GetScaledHeight());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
|
||||
temp_tex.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format,
|
||||
color_surface->GetScaledWidth(),
|
||||
color_surface->GetScaledHeight());
|
||||
|
||||
for (u32 level{0}; level <= color_surface->max_level; ++level) {
|
||||
glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, level, 0, 0, 0,
|
||||
temp_tex.handle, GL_TEXTURE_2D, level, 0, 0, 0,
|
||||
color_surface->GetScaledWidth() >> level,
|
||||
color_surface->GetScaledHeight() >> level, 1);
|
||||
}
|
||||
temp_tex.CopyFrom(color_surface->texture, GL_TEXTURE_2D, levels,
|
||||
color_surface->GetScaledWidth(),
|
||||
color_surface->GetScaledHeight());
|
||||
|
||||
for (auto& unit : state.texture_units) {
|
||||
if (unit.texture_2d == color_surface->texture.handle) {
|
||||
|
@ -6,7 +6,6 @@
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_vars.h"
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
|
||||
MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
|
||||
@ -14,16 +13,18 @@ MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_R
|
||||
namespace OpenGL {
|
||||
|
||||
void OGLRenderbuffer::Create() {
|
||||
if (handle != 0)
|
||||
if (handle != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
|
||||
glGenRenderbuffers(1, &handle);
|
||||
}
|
||||
|
||||
void OGLRenderbuffer::Release() {
|
||||
if (handle == 0)
|
||||
if (handle == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
|
||||
glDeleteRenderbuffers(1, &handle);
|
||||
@ -32,16 +33,18 @@ void OGLRenderbuffer::Release() {
|
||||
}
|
||||
|
||||
void OGLTexture::Create() {
|
||||
if (handle != 0)
|
||||
if (handle != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
|
||||
glGenTextures(1, &handle);
|
||||
}
|
||||
|
||||
void OGLTexture::Release() {
|
||||
if (handle == 0)
|
||||
if (handle == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
|
||||
glDeleteTextures(1, &handle);
|
||||
@ -49,73 +52,66 @@ void OGLTexture::Release() {
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
|
||||
GLenum type, GLsizei width, GLsizei height, GLsizei depth) {
|
||||
const bool tex_storage = GLAD_GL_ARB_texture_storage || GLES;
|
||||
void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
|
||||
GLsizei width, GLsizei height, GLsizei depth) {
|
||||
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
|
||||
switch (target) {
|
||||
case GL_TEXTURE_1D:
|
||||
case GL_TEXTURE:
|
||||
if (tex_storage) {
|
||||
glTexStorage1D(target, levels, internalformat, width);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage1D(target, level, internalformat, width, 0, format, type, nullptr);
|
||||
width >>= 1;
|
||||
}
|
||||
}
|
||||
glTexStorage1D(target, levels, internalformat, width);
|
||||
break;
|
||||
case GL_TEXTURE_2D:
|
||||
case GL_TEXTURE_1D_ARRAY:
|
||||
case GL_TEXTURE_RECTANGLE:
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
if (tex_storage) {
|
||||
glTexStorage2D(target, levels, internalformat, width, height);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage2D(target, level, internalformat, width, height, 0, format, type,
|
||||
nullptr);
|
||||
width >>= 1;
|
||||
if (target != GL_TEXTURE_1D_ARRAY)
|
||||
height >>= 1;
|
||||
}
|
||||
}
|
||||
glTexStorage2D(target, levels, internalformat, width, height);
|
||||
break;
|
||||
case GL_TEXTURE_3D:
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
if (tex_storage) {
|
||||
glTexStorage3D(target, levels, internalformat, width, height, depth);
|
||||
} else {
|
||||
for (GLsizei level{0}; level < levels; ++level) {
|
||||
glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type,
|
||||
nullptr);
|
||||
|
||||
width >>= 1;
|
||||
height >>= 1;
|
||||
if (target == GL_TEXTURE_3D)
|
||||
depth >>= 1;
|
||||
}
|
||||
}
|
||||
glTexStorage3D(target, levels, internalformat, width, height, depth);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!tex_storage) {
|
||||
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels - 1);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, old_tex);
|
||||
}
|
||||
|
||||
void OGLTexture::CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
|
||||
GLsizei width, GLsizei height) {
|
||||
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
|
||||
for (u32 level = 0; level < levels; level++) {
|
||||
glCopyImageSubData(other.handle, target, level, 0, 0, 0,
|
||||
handle, target, level, 0, 0, 0,
|
||||
width >> level,
|
||||
height >> level, 1);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, old_tex);
|
||||
}
|
||||
|
||||
void OGLSampler::Create() {
|
||||
if (handle != 0)
|
||||
if (handle != 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
|
||||
glGenSamplers(1, &handle);
|
||||
}
|
||||
|
||||
void OGLSampler::Release() {
|
||||
if (handle == 0)
|
||||
if (handle == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
|
||||
glDeleteSamplers(1, &handle);
|
||||
|
@ -58,8 +58,11 @@ public:
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release();
|
||||
|
||||
static void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
|
||||
GLenum type, GLsizei width, GLsizei height = 1, GLsizei depth = 1);
|
||||
void Allocate(GLenum target, GLsizei levels, GLenum internalformat,
|
||||
GLsizei width, GLsizei height = 1, GLsizei depth = 1);
|
||||
|
||||
void CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
|
||||
GLsizei width, GLsizei height);
|
||||
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include <vector>
|
||||
#include <fmt/chrono.h>
|
||||
#include "common/logging/log.h"
|
||||
#include "video_core/rasterizer_cache/rasterizer_cache.h"
|
||||
#include "video_core/rasterizer_cache/rasterizer_cache_utils.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/texture_downloader_es.h"
|
||||
#include "shaders/depth_to_color.frag"
|
||||
|
Loading…
Reference in New Issue
Block a user