mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
167 lines
4.9 KiB
C++
167 lines
4.9 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <memory>
|
|
|
|
#include "Common/CommonFuncs.h"
|
|
#include "Common/CommonTypes.h"
|
|
#include "Common/GL/GLInterfaceBase.h"
|
|
#include "VideoBackends/OGL/SamplerCache.h"
|
|
#include "VideoCommon/SamplerCommon.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
namespace OGL
|
|
{
|
|
|
|
std::unique_ptr<SamplerCache> g_sampler_cache;
|
|
|
|
SamplerCache::SamplerCache()
|
|
: m_last_max_anisotropy()
|
|
{
|
|
glGenSamplers(2, m_sampler_id);
|
|
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
SamplerCache::~SamplerCache()
|
|
{
|
|
Clear();
|
|
glDeleteSamplers(2, m_sampler_id);
|
|
}
|
|
|
|
void SamplerCache::BindNearestSampler(int stage)
|
|
{
|
|
glBindSampler(stage, m_sampler_id[0]);
|
|
}
|
|
|
|
void SamplerCache::BindLinearSampler(int stage)
|
|
{
|
|
glBindSampler(stage, m_sampler_id[1]);
|
|
}
|
|
|
|
void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex)
|
|
{
|
|
// TODO: can this go somewhere else?
|
|
if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
|
|
{
|
|
m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
|
|
Clear();
|
|
}
|
|
|
|
Params params(tm0, tm1);
|
|
|
|
// take equivalent forced linear when bForceFiltering
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
|
|
params.tm0.mag_filter = 1;
|
|
}
|
|
|
|
// custom textures may have higher resolution, so disable the max_lod
|
|
if (custom_tex)
|
|
{
|
|
params.tm1.max_lod = 255;
|
|
}
|
|
|
|
// TODO: Should keep a circular buffer for each stage of recently used samplers.
|
|
|
|
auto& active_sampler = m_active_samplers[stage];
|
|
if (active_sampler.first != params || !active_sampler.second.sampler_id)
|
|
{
|
|
// Active sampler does not match parameters (or is invalid), bind the proper one.
|
|
active_sampler.first = params;
|
|
active_sampler.second = GetEntry(params);
|
|
glBindSampler(stage, active_sampler.second.sampler_id);
|
|
}
|
|
}
|
|
|
|
SamplerCache::Value& SamplerCache::GetEntry(const Params& params)
|
|
{
|
|
auto& val = m_cache[params];
|
|
if (!val.sampler_id)
|
|
{
|
|
// Sampler not found in cache, create it.
|
|
glGenSamplers(1, &val.sampler_id);
|
|
SetParameters(val.sampler_id, params);
|
|
|
|
// TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
|
|
//ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
|
|
}
|
|
|
|
return val;
|
|
}
|
|
|
|
void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
|
|
{
|
|
static const GLint min_filters[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,
|
|
};
|
|
|
|
static const GLint wrap_settings[4] =
|
|
{
|
|
GL_CLAMP_TO_EDGE,
|
|
GL_REPEAT,
|
|
GL_MIRRORED_REPEAT,
|
|
GL_REPEAT,
|
|
};
|
|
|
|
auto& tm0 = params.tm0;
|
|
auto& tm1 = params.tm1;
|
|
|
|
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
|
|
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
|
|
|
|
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
|
|
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
|
|
|
|
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
|
|
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
|
|
|
|
GLint min_filter = min_filters[tm0.min_filter];
|
|
GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
|
|
|
|
if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
|
|
!SamplerCommon::IsBpTexMode0PointFiltering(tm0))
|
|
{
|
|
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
|
|
// For predictable results on all hardware/drivers, only use one of:
|
|
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
|
|
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
|
|
// Letting the game set other combinations will have varying arbitrary results;
|
|
// possibly being interpreted as equal to bilinear/trilinear, implicitly
|
|
// disabling anisotropy, or changing the anisotropic algorithm employed.
|
|
min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
|
|
mag_filter = GL_LINEAR;
|
|
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
|
|
}
|
|
|
|
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
|
|
glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
|
|
}
|
|
|
|
void SamplerCache::Clear()
|
|
{
|
|
for (auto& p : m_cache)
|
|
{
|
|
glDeleteSamplers(1, &p.second.sampler_id);
|
|
}
|
|
m_cache.clear();
|
|
}
|
|
|
|
}
|