Implement OGL sampler cache. Allows binding a texture multiple times with different parameters. Also possibly gives a very small speed improvement.

This commit is contained in:
Jordan Woyak
2013-02-19 18:22:38 -06:00
parent d93e57ff22
commit f2647a1216
8 changed files with 245 additions and 72 deletions

View File

@ -111,34 +111,20 @@ TextureCache::TCacheEntry::~TCacheEntry()
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
currmode.hex = 0;
currmode1.hex = 0;
GL_REPORT_ERRORD();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
// TODO: is this already done somewhere else?
TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
if (s_Textures[stage] != texture)
{
if(s_ActiveTexture != stage)
if (s_ActiveTexture != stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
if(s_Textures[stage] != texture)
glBindTexture(GL_TEXTURE_2D, texture);
s_ActiveTexture = stage;
}
SetTextureParameters(tm0, tm1);
s_ActiveTexture = stage;
s_Textures[stage] = texture;
}
else if (s_Textures[stage] != texture)
{
if(s_ActiveTexture != stage)
glActiveTexture(GL_TEXTURE0 + stage);
glBindTexture(GL_TEXTURE_2D, texture);
s_ActiveTexture = stage;
s_Textures[stage] = texture;
}
}
@ -225,15 +211,23 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
void TextureCache::TCacheEntry::Load(unsigned int stage, unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
if(s_ActiveTexture != stage)
if (s_ActiveTexture != stage)
{
glActiveTexture(GL_TEXTURE0 + stage);
if(s_Textures[stage] != texture)
glBindTexture(GL_TEXTURE_2D, texture);
s_ActiveTexture = stage;
s_Textures[stage] = texture;
s_ActiveTexture = stage;
}
if(level == 0 && m_tex_levels != 0)
if (s_Textures[stage] != texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
s_Textures[stage] = texture;
}
// TODO: sloppy, just do this on creation?
if (level == 0)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
}
if (pcfmt != PC_TEX_FMT_DXT1)
{
@ -417,47 +411,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
g_renderer->RestoreAPIState();
}
void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
{
const GLint c_MinLinearFilter[8] =
{
GL_NEAREST,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR,
};
const GLint c_WrapSettings[4] =
{
GL_CLAMP_TO_EDGE,
GL_REPEAT,
GL_MIRRORED_REPEAT,
GL_REPEAT,
};
int filt = newmode.min_filter;
if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
filt += 4; // take equivalent forced linear
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, newmode1.min_lod / 16.0f);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, newmode1.max_lod / 16.0f);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
// TODO: Reset anisotrop when changed to 1
if (g_Config.iMaxAnisotropy >= 1)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
TextureCache::TextureCache()
{
const char *pColorMatrixProg =