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generic texture allocator
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cae4b7aaf7
commit
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@ -777,21 +777,20 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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// which causes unpredictable behavior on the host.
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// which causes unpredictable behavior on the host.
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// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
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// Making a copy to sample from eliminates this issue and seems to be fairly cheap.
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temp_tex.Create();
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temp_tex.Create();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
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glBindTexture(GL_TEXTURE_2D, temp_tex.handle);
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auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
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auto [internal_format, format, type] = GetFormatTuple(color_surface->pixel_format);
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ASSERT_MSG(GLAD_GL_ARB_texture_storage, "ARB_texture_storage not supported");
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OGLTexture::Allocate(GL_TEXTURE_2D, color_surface->max_level, internal_format, format, type,
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glTexStorage2D(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format,
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color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
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color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
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glBindTexture(GL_TEXTURE_2D, state.texture_units[0].texture_2d);
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for (std::size_t mip{0}; mip <= color_surface->max_level; ++mip) {
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for (std::size_t level{0}; level <= color_surface->max_level; ++level) {
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glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, level, 0, 0, 0,
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temp_tex.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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temp_tex.handle, GL_TEXTURE_2D, level, 0, 0, 0,
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color_surface->GetScaledWidth() >> mip,
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color_surface->GetScaledWidth() >> level,
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color_surface->GetScaledHeight() >> mip, 1);
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color_surface->GetScaledHeight() >> level, 1);
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}
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}
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for (auto& unit : state.texture_units) {
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for (auto& unit : state.texture_units) {
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@ -9,6 +9,7 @@
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceCreation, "OpenGL", "Resource Creation", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
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@ -51,6 +52,62 @@ void OGLTexture::Release() {
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handle = 0;
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handle = 0;
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}
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}
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void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
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GLenum format, GLenum type, GLsizei width, GLsizei height,
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GLsizei depth) {
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const bool tex_storage = GLAD_GL_ARB_texture_storage || GLES;
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switch (target) {
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case GL_TEXTURE_1D:
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case GL_TEXTURE:
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if (tex_storage) {
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glTexStorage1D(target, levels, internalformat, width);
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} else {
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for (GLsizei level{0}; level < levels; ++level) {
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width >>= 1;
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glTexImage1D(target, level, internalformat, width, 0, format, type, nullptr);
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}
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}
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break;
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case GL_TEXTURE_2D:
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case GL_TEXTURE_1D_ARRAY:
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case GL_TEXTURE_RECTANGLE:
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case GL_TEXTURE_CUBE_MAP:
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if (tex_storage) {
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glTexStorage2D(target, levels, internalformat, width, height);
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} else {
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for (GLsizei level{0}; level < levels; ++level) {
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width >>= 1;
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if (target != GL_TEXTURE_1D_ARRAY)
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height >>= 1;
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glTexImage2D(target, level, internalformat, width, height, 0, format, type,
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nullptr);
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}
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}
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break;
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case GL_TEXTURE_3D:
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case GL_TEXTURE_2D_ARRAY:
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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if (tex_storage) {
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glTexStorage3D(target, levels, internalformat, width, height, depth);
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} else {
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for (GLsizei level{0}; level < levels; ++level) {
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glTexImage3D(target, level, internalformat, width, height, depth, 0, format, type,
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nullptr);
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}
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width >>= 1;
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height >>= 1;
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if (target == GL_TEXTURE_3D)
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depth >>= 1;
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}
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break;
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}
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if (!tex_storage) {
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels - 1);
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}
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}
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void OGLSampler::Create() {
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void OGLSampler::Create() {
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if (handle != 0)
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if (handle != 0)
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return;
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return;
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@ -59,6 +59,8 @@ public:
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/// Deletes the internal OpenGL resource
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/// Deletes the internal OpenGL resource
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void Release();
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void Release();
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static void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format, GLenum type, GLsizei width, GLsizei height = 1, GLsizei depth = 1);
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GLuint handle = 0;
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GLuint handle = 0;
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};
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};
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