rasterizer_cache: Remove remaining OpenGL code
This commit is contained in:
parent
fc450edd14
commit
1579f96397
@ -7,13 +7,11 @@
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#include "common/alignment.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "video_core/pica_state.h"
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#include "video_core/rasterizer_cache/rasterizer_cache.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
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#include "video_core/renderer_opengl/texture_downloader_es.h"
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#include "video_core/renderer_opengl/gl_format_reinterpreter.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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namespace OpenGL {
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@ -78,76 +76,24 @@ static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
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}
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// Allocate an uninitialized texture of appropriate size and format for the surface
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OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& format_tuple, u32 width,
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u32 height) {
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auto recycled_tex = host_texture_recycler.find({format_tuple, width, height});
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OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& tuple,
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u32 width, u32 height) {
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auto recycled_tex = host_texture_recycler.find({tuple, width, height});
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if (recycled_tex != host_texture_recycler.end()) {
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OGLTexture texture = std::move(recycled_tex->second);
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host_texture_recycler.erase(recycled_tex);
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return texture;
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}
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const GLsizei levels = static_cast<GLsizei>(std::log2(std::max(width, height))) + 1;
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OGLTexture texture;
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texture.Create();
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OpenGLState cur_state = OpenGLState::GetCurState();
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// Keep track of previous texture bindings
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GLuint old_tex = cur_state.texture_units[0].texture_2d;
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cur_state.texture_units[0].texture_2d = texture.handle;
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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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const GLsizei levels = static_cast<GLsizei>(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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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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// Restore previous texture bindings
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cur_state.texture_units[0].texture_2d = old_tex;
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cur_state.Apply();
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texture.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format, width, height);
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return texture;
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}
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static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple, u32 width) {
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OpenGLState cur_state = OpenGLState::GetCurState();
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// Keep track of previous texture bindings
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GLuint old_tex = cur_state.texture_cube_unit.texture_cube;
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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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const GLsizei levels = static_cast<GLsizei>(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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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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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,
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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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cur_state.texture_cube_unit.texture_cube = old_tex;
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cur_state.Apply();
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}
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MICROPROFILE_DEFINE(OpenGL_CopySurface, "OpenGL", "CopySurface", MP_RGB(128, 192, 64));
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void RasterizerCacheOpenGL::CopySurface(const Surface& src_surface, const Surface& dst_surface,
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SurfaceInterval copy_interval) {
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@ -562,20 +508,19 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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auto& cube = texture_cube_cache[config];
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struct Face {
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Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address, GLenum gl_face)
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: watcher(watcher), address(address), gl_face(gl_face) {}
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Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address)
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: watcher(watcher), address(address) {}
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std::shared_ptr<SurfaceWatcher>& watcher;
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PAddr address;
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GLenum gl_face;
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};
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const std::array<Face, 6> faces{{
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{cube.px, config.px, GL_TEXTURE_CUBE_MAP_POSITIVE_X},
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{cube.nx, config.nx, GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
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{cube.py, config.py, GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
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{cube.ny, config.ny, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
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{cube.pz, config.pz, GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
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{cube.nz, config.nz, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z},
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{cube.px, config.px},
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{cube.nx, config.nx},
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{cube.py, config.py},
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{cube.ny, config.ny},
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{cube.pz, config.pz},
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{cube.nz, config.nz},
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}};
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for (const Face& face : faces) {
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@ -606,18 +551,17 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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}
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}
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const auto& tuple = GetFormatTuple(PixelFormatFromTextureFormat(config.format));
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const u32 width = cube.res_scale * config.width;
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const GLsizei levels = static_cast<GLsizei>(std::log2(width)) + 1;
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// Allocate the cube texture
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cube.texture.Create();
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AllocateTextureCube(
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cube.texture.handle,
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GetFormatTuple(PixelFormatFromTextureFormat(config.format)),
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cube.res_scale * config.width);
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cube.texture.Allocate(GL_TEXTURE_CUBE_MAP, levels, tuple.internal_format, width, width);
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}
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u32 scaled_size = cube.res_scale * config.width;
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OpenGLState prev_state = OpenGLState::GetCurState();
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SCOPE_EXIT({ prev_state.Apply(); });
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for (const Face& face : faces) {
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if (face.watcher && !face.watcher->IsValid()) {
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auto surface = face.watcher->Get();
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@ -717,27 +717,21 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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}
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OGLTexture temp_tex;
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if (need_duplicate_texture && (GLAD_GL_ARB_copy_image || GLES)) {
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if (need_duplicate_texture) {
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const auto& tuple = GetFormatTuple(color_surface->pixel_format);
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const GLsizei levels = color_surface->max_level + 1;
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// The game is trying to use a surface as a texture and framebuffer at the same time
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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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temp_tex.Create();
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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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OGLTexture::Allocate(GL_TEXTURE_2D, color_surface->max_level + 1, internal_format, format,
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type, color_surface->GetScaledWidth(),
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color_surface->GetScaledHeight());
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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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temp_tex.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format,
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color_surface->GetScaledWidth(),
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color_surface->GetScaledHeight());
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for (u32 level{0}; level <= color_surface->max_level; ++level) {
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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, level, 0, 0, 0,
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color_surface->GetScaledWidth() >> level,
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color_surface->GetScaledHeight() >> level, 1);
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}
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temp_tex.CopyFrom(color_surface->texture, GL_TEXTURE_2D, levels,
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color_surface->GetScaledWidth(),
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color_surface->GetScaledHeight());
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for (auto& unit : state.texture_units) {
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if (unit.texture_2d == color_surface->texture.handle) {
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@ -6,7 +6,6 @@
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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_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_ResourceDeletion, "OpenGL", "Resource Deletion", MP_RGB(128, 128, 192));
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@ -14,16 +13,18 @@ MICROPROFILE_DEFINE(OpenGL_ResourceDeletion, "OpenGL", "Resource Deletion", MP_R
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namespace OpenGL {
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void OGLRenderbuffer::Create() {
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if (handle != 0)
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if (handle != 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenRenderbuffers(1, &handle);
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}
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void OGLRenderbuffer::Release() {
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if (handle == 0)
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if (handle == 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteRenderbuffers(1, &handle);
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@ -32,16 +33,18 @@ void OGLRenderbuffer::Release() {
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}
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void OGLTexture::Create() {
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if (handle != 0)
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if (handle != 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenTextures(1, &handle);
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}
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void OGLTexture::Release() {
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if (handle == 0)
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if (handle == 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteTextures(1, &handle);
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@ -49,73 +52,66 @@ void OGLTexture::Release() {
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handle = 0;
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}
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void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
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GLenum type, GLsizei width, GLsizei height, GLsizei depth) {
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const bool tex_storage = GLAD_GL_ARB_texture_storage || GLES;
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void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
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GLsizei width, GLsizei height, GLsizei depth) {
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GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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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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glTexImage1D(target, level, internalformat, width, 0, format, type, nullptr);
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width >>= 1;
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}
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}
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glTexStorage1D(target, levels, internalformat, width);
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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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glTexImage2D(target, level, internalformat, width, height, 0, format, type,
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nullptr);
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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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}
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}
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glTexStorage2D(target, levels, internalformat, width, height);
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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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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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}
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glTexStorage3D(target, levels, internalformat, width, height, depth);
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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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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, old_tex);
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}
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void OGLTexture::CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
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GLsizei width, GLsizei height) {
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GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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for (u32 level = 0; level < levels; level++) {
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glCopyImageSubData(other.handle, target, level, 0, 0, 0,
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handle, target, level, 0, 0, 0,
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width >> level,
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height >> level, 1);
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}
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glBindTexture(GL_TEXTURE_2D, old_tex);
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}
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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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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenSamplers(1, &handle);
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}
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void OGLSampler::Release() {
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if (handle == 0)
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if (handle == 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteSamplers(1, &handle);
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@ -58,8 +58,11 @@ public:
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/// Deletes the internal OpenGL resource
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void Release();
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static void Allocate(GLenum target, GLsizei levels, GLenum internalformat, GLenum format,
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GLenum type, GLsizei width, GLsizei height = 1, GLsizei depth = 1);
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void Allocate(GLenum target, GLsizei levels, GLenum internalformat,
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GLsizei width, GLsizei height = 1, GLsizei depth = 1);
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void CopyFrom(const OGLTexture& other, GLenum target, GLsizei levels,
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GLsizei width, GLsizei height);
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GLuint handle = 0;
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};
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@ -6,7 +6,7 @@
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#include <vector>
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#include <fmt/chrono.h>
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#include "common/logging/log.h"
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#include "video_core/rasterizer_cache/rasterizer_cache.h"
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#include "video_core/rasterizer_cache/rasterizer_cache_utils.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/texture_downloader_es.h"
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#include "shaders/depth_to_color.frag"
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