OGL/TextureCache: Move file statics to the TextureCache class

These rely on instance state, or are used within instance-based class
member functions, so they should belong to the instance itself instead
of being file statics.
This commit is contained in:
Lioncash 2017-09-17 01:54:03 -04:00
parent d7aa49a1a7
commit 6d9ed9dc32
2 changed files with 78 additions and 73 deletions

View File

@ -31,41 +31,8 @@
namespace OGL
{
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
struct PaletteShader
{
SHADER shader;
GLuint buffer_offset_uniform;
GLuint multiplier_uniform;
GLuint copy_position_uniform;
};
static PaletteShader s_palette_shader[3];
static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
static GLuint s_palette_resolv_texture = 0;
struct TextureDecodingProgramInfo
{
const TextureConversionShader::DecodingShaderInfo* base_info = nullptr;
SHADER program;
GLint uniform_dst_size = -1;
GLint uniform_src_size = -1;
GLint uniform_src_row_stride = -1;
GLint uniform_src_offset = -1;
GLint uniform_palette_offset = -1;
bool valid = false;
};
//#define TIME_TEXTURE_DECODING 1
static std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> s_texture_decoding_program_info;
static std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT>
s_texture_decoding_buffer_views;
static void CreateTextureDecodingResources();
static void DestroyTextureDecodingResources();
std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
{
return std::make_unique<OGLTexture>(config);
@ -97,10 +64,10 @@ TextureCache::TextureCache()
// Clamp the buffer size to the maximum size that the driver supports.
buffer_size = std::min(buffer_size, max_buffer_size);
s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
glGenTextures(1, &s_palette_resolv_texture);
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
m_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
glGenTextures(1, &m_palette_resolv_texture);
glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_palette_stream_buffer->m_buffer);
CreateTextureDecodingResources();
}
@ -113,8 +80,7 @@ TextureCache::~TextureCache()
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
s_palette_stream_buffer.reset();
glDeleteTextures(1, &s_palette_resolv_texture);
glDeleteTextures(1, &m_palette_resolv_texture);
}
}
@ -133,11 +99,11 @@ GLuint TextureCache::GetColorCopyPositionUniform() const
return m_colorCopyPositionUniform;
}
static bool CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
{
_assert_(IsValidTLUTFormat(tlutfmt));
PaletteShader& shader = s_palette_shader[static_cast<int>(tlutfmt)];
PaletteShader& shader = m_palette_shaders[static_cast<int>(tlutfmt)];
if (!ProgramShaderCache::CompileShader(shader.shader, vcode, pcode, gcode))
return false;
@ -249,8 +215,8 @@ bool TextureCache::CompileShaders()
m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = UINT_MAX;
s_DepthCbufid = UINT_MAX;
m_color_cbuf_id = UINT_MAX;
m_depth_cbuf_id = UINT_MAX;
m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
m_colorMatrixPositionUniform =
@ -361,7 +327,7 @@ void TextureCache::DeleteShaders()
m_depthMatrixProgram.Destroy();
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
for (auto& shader : s_palette_shader)
for (auto& shader : m_palette_shaders)
shader.shader.Destroy();
}
@ -372,7 +338,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
return;
_assert_(IsValidTLUTFormat(tlutfmt));
const PaletteShader& palette_shader = s_palette_shader[static_cast<int>(tlutfmt)];
const PaletteShader& palette_shader = m_palette_shaders[static_cast<int>(tlutfmt)];
g_renderer->ResetAPIState();
@ -389,9 +355,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
// C14 textures are currently unsupported
int size = source->format == TextureFormat::I4 ? 32 : 512;
auto buffer = s_palette_stream_buffer->Map(size);
auto buffer = m_palette_stream_buffer->Map(size);
memcpy(buffer.first, palette, size);
s_palette_stream_buffer->Unmap(size);
m_palette_stream_buffer->Unmap(size);
glUniform1i(palette_shader.buffer_offset_uniform, buffer.second / 2);
glUniform1f(palette_shader.multiplier_uniform,
source->format == TextureFormat::I4 ? 15.0f : 255.0f);
@ -399,7 +365,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
static_cast<float>(source->GetWidth()), static_cast<float>(source->GetHeight()));
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
g_sampler_cache->BindNearestSampler(10);
OpenGL_BindAttributelessVAO();
@ -417,7 +383,7 @@ void main()
}
)";
void CreateTextureDecodingResources()
void TextureCache::CreateTextureDecodingResources()
{
static const GLenum gl_view_types[TextureConversionShader::BUFFER_FORMAT_COUNT] = {
GL_R8UI, // BUFFER_FORMAT_R8_UINT
@ -426,34 +392,34 @@ void CreateTextureDecodingResources()
};
glGenTextures(TextureConversionShader::BUFFER_FORMAT_COUNT,
s_texture_decoding_buffer_views.data());
m_texture_decoding_buffer_views.data());
for (size_t i = 0; i < TextureConversionShader::BUFFER_FORMAT_COUNT; i++)
{
glBindTexture(GL_TEXTURE_BUFFER, s_texture_decoding_buffer_views[i]);
glTexBuffer(GL_TEXTURE_BUFFER, gl_view_types[i], s_palette_stream_buffer->m_buffer);
glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[i]);
glTexBuffer(GL_TEXTURE_BUFFER, gl_view_types[i], m_palette_stream_buffer->m_buffer);
}
}
void DestroyTextureDecodingResources()
void TextureCache::DestroyTextureDecodingResources()
{
glDeleteTextures(TextureConversionShader::BUFFER_FORMAT_COUNT,
s_texture_decoding_buffer_views.data());
s_texture_decoding_buffer_views.fill(0);
s_texture_decoding_program_info.clear();
m_texture_decoding_buffer_views.data());
m_texture_decoding_buffer_views.fill(0);
m_texture_decoding_program_info.clear();
}
bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
{
auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
auto iter = s_texture_decoding_program_info.find(key);
if (iter != s_texture_decoding_program_info.end())
auto iter = m_texture_decoding_program_info.find(key);
if (iter != m_texture_decoding_program_info.end())
return iter->second.valid;
TextureDecodingProgramInfo info;
info.base_info = TextureConversionShader::GetDecodingShaderInfo(format);
if (!info.base_info)
{
s_texture_decoding_program_info.emplace(key, info);
m_texture_decoding_program_info.emplace(key, info);
return false;
}
@ -461,13 +427,13 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat pal
TextureConversionShader::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
if (shader_source.empty())
{
s_texture_decoding_program_info.emplace(key, info);
m_texture_decoding_program_info.emplace(key, info);
return false;
}
if (!ProgramShaderCache::CompileComputeShader(info.program, shader_source))
{
s_texture_decoding_program_info.emplace(key, info);
m_texture_decoding_program_info.emplace(key, info);
return false;
}
@ -477,7 +443,7 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat pal
info.uniform_src_row_stride = glGetUniformLocation(info.program.glprogid, "u_src_row_stride");
info.uniform_palette_offset = glGetUniformLocation(info.program.glprogid, "u_palette_offset");
info.valid = true;
s_texture_decoding_program_info.emplace(key, info);
m_texture_decoding_program_info.emplace(key, info);
return true;
}
@ -487,8 +453,8 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
const u8* palette, TLUTFormat palette_format)
{
auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
auto iter = s_texture_decoding_program_info.find(key);
if (iter == s_texture_decoding_program_info.end())
auto iter = m_texture_decoding_program_info.find(key);
if (iter == m_texture_decoding_program_info.end())
return;
#ifdef TIME_TEXTURE_DECODING
@ -517,11 +483,11 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
}
// Allocate space in stream buffer, and copy texture + palette across.
auto buffer = s_palette_stream_buffer->Map(total_upload_size, bytes_per_buffer_elem);
auto buffer = m_palette_stream_buffer->Map(total_upload_size, bytes_per_buffer_elem);
memcpy(buffer.first, data, data_size);
if (has_palette)
memcpy(buffer.first + palette_offset, palette, info.base_info->palette_size);
s_palette_stream_buffer->Unmap(total_upload_size);
m_palette_stream_buffer->Unmap(total_upload_size);
info.program.Bind();
@ -541,13 +507,13 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
glUniform1ui(info.uniform_palette_offset, palette_offset_in_elements);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_BUFFER, s_texture_decoding_buffer_views[info.base_info->buffer_format]);
glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[info.base_info->buffer_format]);
if (has_palette)
{
// Use an R16UI view for the palette.
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
}
auto dispatch_groups =
@ -594,17 +560,17 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
if (is_depth_copy)
{
m_depthMatrixProgram.Bind();
if (s_DepthCbufid != cbuf_id)
if (m_depth_cbuf_id != cbuf_id)
glUniform4fv(m_depthMatrixUniform, 5, colmat);
s_DepthCbufid = cbuf_id;
m_depth_cbuf_id = cbuf_id;
uniform_location = m_depthCopyPositionUniform;
}
else
{
m_colorMatrixProgram.Bind();
if (s_ColorCbufid != cbuf_id)
if (m_color_cbuf_id != cbuf_id)
glUniform4fv(m_colorMatrixUniform, 7, colmat);
s_ColorCbufid = cbuf_id;
m_color_cbuf_id = cbuf_id;
uniform_location = m_colorMatrixPositionUniform;
}

View File

@ -5,15 +5,18 @@
#pragma once
#include <map>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
class StreamBuffer;
struct TextureConfig;
namespace OGL
@ -36,6 +39,26 @@ public:
GLuint GetColorCopyPositionUniform() const;
private:
struct PaletteShader
{
SHADER shader;
GLuint buffer_offset_uniform;
GLuint multiplier_uniform;
GLuint copy_position_uniform;
};
struct TextureDecodingProgramInfo
{
const TextureConversionShader::DecodingShaderInfo* base_info = nullptr;
SHADER program;
GLint uniform_dst_size = -1;
GLint uniform_src_size = -1;
GLint uniform_src_row_stride = -1;
GLint uniform_src_offset = -1;
GLint uniform_palette_offset = -1;
bool valid = false;
};
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette,
TLUTFormat format) override;
@ -50,6 +73,12 @@ private:
bool CompileShaders() override;
void DeleteShaders() override;
bool CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode, const std::string& pcode,
const std::string& gcode);
void CreateTextureDecodingResources();
void DestroyTextureDecodingResources();
SHADER m_colorCopyProgram;
SHADER m_colorMatrixProgram;
SHADER m_depthMatrixProgram;
@ -58,6 +87,16 @@ private:
GLuint m_colorCopyPositionUniform;
GLuint m_colorMatrixPositionUniform;
GLuint m_depthCopyPositionUniform;
u32 m_color_cbuf_id;
u32 m_depth_cbuf_id;
PaletteShader m_palette_shaders[3];
std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
GLuint m_palette_resolv_texture = 0;
std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> m_texture_decoding_program_info;
std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT> m_texture_decoding_buffer_views;
};
bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,