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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
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:
parent
d7aa49a1a7
commit
6d9ed9dc32
@ -31,41 +31,8 @@
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namespace OGL
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{
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static u32 s_ColorCbufid;
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static u32 s_DepthCbufid;
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struct PaletteShader
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{
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SHADER shader;
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GLuint buffer_offset_uniform;
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GLuint multiplier_uniform;
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GLuint copy_position_uniform;
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};
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static PaletteShader s_palette_shader[3];
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static std::unique_ptr<StreamBuffer> s_palette_stream_buffer;
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static GLuint s_palette_resolv_texture = 0;
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struct TextureDecodingProgramInfo
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{
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const TextureConversionShader::DecodingShaderInfo* base_info = nullptr;
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SHADER program;
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GLint uniform_dst_size = -1;
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GLint uniform_src_size = -1;
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GLint uniform_src_row_stride = -1;
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GLint uniform_src_offset = -1;
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GLint uniform_palette_offset = -1;
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bool valid = false;
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};
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//#define TIME_TEXTURE_DECODING 1
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static std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> s_texture_decoding_program_info;
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static std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT>
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s_texture_decoding_buffer_views;
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static void CreateTextureDecodingResources();
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static void DestroyTextureDecodingResources();
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std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<OGLTexture>(config);
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@ -97,10 +64,10 @@ TextureCache::TextureCache()
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// Clamp the buffer size to the maximum size that the driver supports.
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buffer_size = std::min(buffer_size, max_buffer_size);
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s_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
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glGenTextures(1, &s_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, s_palette_stream_buffer->m_buffer);
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m_palette_stream_buffer = StreamBuffer::Create(GL_TEXTURE_BUFFER, buffer_size);
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glGenTextures(1, &m_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_palette_stream_buffer->m_buffer);
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CreateTextureDecodingResources();
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}
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@ -113,8 +80,7 @@ TextureCache::~TextureCache()
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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{
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s_palette_stream_buffer.reset();
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glDeleteTextures(1, &s_palette_resolv_texture);
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glDeleteTextures(1, &m_palette_resolv_texture);
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}
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}
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@ -133,11 +99,11 @@ GLuint TextureCache::GetColorCopyPositionUniform() const
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return m_colorCopyPositionUniform;
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}
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static bool CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode,
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const std::string& pcode, const std::string& gcode)
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bool TextureCache::CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode,
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const std::string& pcode, const std::string& gcode)
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{
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_assert_(IsValidTLUTFormat(tlutfmt));
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PaletteShader& shader = s_palette_shader[static_cast<int>(tlutfmt)];
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PaletteShader& shader = m_palette_shaders[static_cast<int>(tlutfmt)];
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if (!ProgramShaderCache::CompileShader(shader.shader, vcode, pcode, gcode))
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return false;
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@ -249,8 +215,8 @@ bool TextureCache::CompileShaders()
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m_colorMatrixUniform = glGetUniformLocation(m_colorMatrixProgram.glprogid, "colmat");
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m_depthMatrixUniform = glGetUniformLocation(m_depthMatrixProgram.glprogid, "colmat");
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s_ColorCbufid = UINT_MAX;
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s_DepthCbufid = UINT_MAX;
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m_color_cbuf_id = UINT_MAX;
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m_depth_cbuf_id = UINT_MAX;
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m_colorCopyPositionUniform = glGetUniformLocation(m_colorCopyProgram.glprogid, "copy_position");
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m_colorMatrixPositionUniform =
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@ -361,7 +327,7 @@ void TextureCache::DeleteShaders()
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m_depthMatrixProgram.Destroy();
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if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
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for (auto& shader : s_palette_shader)
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for (auto& shader : m_palette_shaders)
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shader.shader.Destroy();
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}
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@ -372,7 +338,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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return;
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_assert_(IsValidTLUTFormat(tlutfmt));
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const PaletteShader& palette_shader = s_palette_shader[static_cast<int>(tlutfmt)];
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const PaletteShader& palette_shader = m_palette_shaders[static_cast<int>(tlutfmt)];
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g_renderer->ResetAPIState();
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@ -389,9 +355,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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// C14 textures are currently unsupported
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int size = source->format == TextureFormat::I4 ? 32 : 512;
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auto buffer = s_palette_stream_buffer->Map(size);
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auto buffer = m_palette_stream_buffer->Map(size);
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memcpy(buffer.first, palette, size);
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s_palette_stream_buffer->Unmap(size);
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m_palette_stream_buffer->Unmap(size);
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glUniform1i(palette_shader.buffer_offset_uniform, buffer.second / 2);
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glUniform1f(palette_shader.multiplier_uniform,
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source->format == TextureFormat::I4 ? 15.0f : 255.0f);
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@ -399,7 +365,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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static_cast<float>(source->GetWidth()), static_cast<float>(source->GetHeight()));
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
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g_sampler_cache->BindNearestSampler(10);
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OpenGL_BindAttributelessVAO();
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@ -417,7 +383,7 @@ void main()
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}
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)";
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void CreateTextureDecodingResources()
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void TextureCache::CreateTextureDecodingResources()
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{
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static const GLenum gl_view_types[TextureConversionShader::BUFFER_FORMAT_COUNT] = {
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GL_R8UI, // BUFFER_FORMAT_R8_UINT
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@ -426,34 +392,34 @@ void CreateTextureDecodingResources()
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};
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glGenTextures(TextureConversionShader::BUFFER_FORMAT_COUNT,
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s_texture_decoding_buffer_views.data());
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m_texture_decoding_buffer_views.data());
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for (size_t i = 0; i < TextureConversionShader::BUFFER_FORMAT_COUNT; i++)
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{
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glBindTexture(GL_TEXTURE_BUFFER, s_texture_decoding_buffer_views[i]);
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glTexBuffer(GL_TEXTURE_BUFFER, gl_view_types[i], s_palette_stream_buffer->m_buffer);
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[i]);
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glTexBuffer(GL_TEXTURE_BUFFER, gl_view_types[i], m_palette_stream_buffer->m_buffer);
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}
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}
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void DestroyTextureDecodingResources()
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void TextureCache::DestroyTextureDecodingResources()
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{
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glDeleteTextures(TextureConversionShader::BUFFER_FORMAT_COUNT,
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s_texture_decoding_buffer_views.data());
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s_texture_decoding_buffer_views.fill(0);
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s_texture_decoding_program_info.clear();
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m_texture_decoding_buffer_views.data());
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m_texture_decoding_buffer_views.fill(0);
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m_texture_decoding_program_info.clear();
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}
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bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
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{
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auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
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auto iter = s_texture_decoding_program_info.find(key);
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if (iter != s_texture_decoding_program_info.end())
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auto iter = m_texture_decoding_program_info.find(key);
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if (iter != m_texture_decoding_program_info.end())
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return iter->second.valid;
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TextureDecodingProgramInfo info;
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info.base_info = TextureConversionShader::GetDecodingShaderInfo(format);
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if (!info.base_info)
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{
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s_texture_decoding_program_info.emplace(key, info);
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m_texture_decoding_program_info.emplace(key, info);
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return false;
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}
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@ -461,13 +427,13 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat pal
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TextureConversionShader::GenerateDecodingShader(format, palette_format, APIType::OpenGL);
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if (shader_source.empty())
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{
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s_texture_decoding_program_info.emplace(key, info);
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m_texture_decoding_program_info.emplace(key, info);
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return false;
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}
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if (!ProgramShaderCache::CompileComputeShader(info.program, shader_source))
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{
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s_texture_decoding_program_info.emplace(key, info);
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m_texture_decoding_program_info.emplace(key, info);
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return false;
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}
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@ -477,7 +443,7 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat pal
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info.uniform_src_row_stride = glGetUniformLocation(info.program.glprogid, "u_src_row_stride");
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info.uniform_palette_offset = glGetUniformLocation(info.program.glprogid, "u_palette_offset");
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info.valid = true;
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s_texture_decoding_program_info.emplace(key, info);
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m_texture_decoding_program_info.emplace(key, info);
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return true;
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}
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@ -487,8 +453,8 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
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const u8* palette, TLUTFormat palette_format)
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{
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auto key = std::make_pair(static_cast<u32>(format), static_cast<u32>(palette_format));
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auto iter = s_texture_decoding_program_info.find(key);
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if (iter == s_texture_decoding_program_info.end())
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auto iter = m_texture_decoding_program_info.find(key);
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if (iter == m_texture_decoding_program_info.end())
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return;
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#ifdef TIME_TEXTURE_DECODING
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@ -517,11 +483,11 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
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}
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// Allocate space in stream buffer, and copy texture + palette across.
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auto buffer = s_palette_stream_buffer->Map(total_upload_size, bytes_per_buffer_elem);
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auto buffer = m_palette_stream_buffer->Map(total_upload_size, bytes_per_buffer_elem);
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memcpy(buffer.first, data, data_size);
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if (has_palette)
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memcpy(buffer.first + palette_offset, palette, info.base_info->palette_size);
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s_palette_stream_buffer->Unmap(total_upload_size);
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m_palette_stream_buffer->Unmap(total_upload_size);
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info.program.Bind();
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@ -541,13 +507,13 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
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glUniform1ui(info.uniform_palette_offset, palette_offset_in_elements);
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glActiveTexture(GL_TEXTURE9);
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glBindTexture(GL_TEXTURE_BUFFER, s_texture_decoding_buffer_views[info.base_info->buffer_format]);
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_decoding_buffer_views[info.base_info->buffer_format]);
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if (has_palette)
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{
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// Use an R16UI view for the palette.
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glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_BUFFER, s_palette_resolv_texture);
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glBindTexture(GL_TEXTURE_BUFFER, m_palette_resolv_texture);
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}
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auto dispatch_groups =
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@ -594,17 +560,17 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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if (is_depth_copy)
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{
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m_depthMatrixProgram.Bind();
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if (s_DepthCbufid != cbuf_id)
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if (m_depth_cbuf_id != cbuf_id)
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glUniform4fv(m_depthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbuf_id;
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m_depth_cbuf_id = cbuf_id;
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uniform_location = m_depthCopyPositionUniform;
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}
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else
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{
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m_colorMatrixProgram.Bind();
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if (s_ColorCbufid != cbuf_id)
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if (m_color_cbuf_id != cbuf_id)
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glUniform4fv(m_colorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbuf_id;
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m_color_cbuf_id = cbuf_id;
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uniform_location = m_colorMatrixPositionUniform;
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}
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@ -5,15 +5,18 @@
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#pragma once
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#include <map>
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#include <utility>
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractTexture;
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class StreamBuffer;
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struct TextureConfig;
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namespace OGL
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@ -36,6 +39,26 @@ public:
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GLuint GetColorCopyPositionUniform() const;
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private:
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struct PaletteShader
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{
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SHADER shader;
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GLuint buffer_offset_uniform;
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GLuint multiplier_uniform;
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GLuint copy_position_uniform;
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};
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struct TextureDecodingProgramInfo
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{
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const TextureConversionShader::DecodingShaderInfo* base_info = nullptr;
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SHADER program;
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GLint uniform_dst_size = -1;
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GLint uniform_src_size = -1;
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GLint uniform_src_row_stride = -1;
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GLint uniform_src_offset = -1;
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GLint uniform_palette_offset = -1;
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bool valid = false;
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};
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette,
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TLUTFormat format) override;
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@ -50,6 +73,12 @@ private:
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bool CompileShaders() override;
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void DeleteShaders() override;
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bool CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode, const std::string& pcode,
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const std::string& gcode);
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void CreateTextureDecodingResources();
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void DestroyTextureDecodingResources();
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SHADER m_colorCopyProgram;
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SHADER m_colorMatrixProgram;
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SHADER m_depthMatrixProgram;
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@ -58,6 +87,16 @@ private:
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GLuint m_colorCopyPositionUniform;
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GLuint m_colorMatrixPositionUniform;
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GLuint m_depthCopyPositionUniform;
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u32 m_color_cbuf_id;
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u32 m_depth_cbuf_id;
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PaletteShader m_palette_shaders[3];
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std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
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GLuint m_palette_resolv_texture = 0;
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std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> m_texture_decoding_program_info;
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std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT> m_texture_decoding_buffer_views;
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};
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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