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552c0d8404
This moves all the byte swapping utilities into a header named Swap.h. A dedicated header is much more preferable here due to the size of the code itself. In general usage throughout the codebase, CommonFuncs.h was generally only included for these functions anyway. These being in their own header avoids dumping the lesser used utilities into scope. As well as providing a localized area for more utilities related to byte swapping in the future (should they be needed). This also makes it nicer to identify which files depend on the byte swapping utilities in particular. Since this is a completely new header, moving the code uncovered a few indirect includes, as well as making some other inclusions unnecessary.
156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/SamplerCache.h"
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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std::unique_ptr<SamplerCache> g_sampler_cache;
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SamplerCache::SamplerCache() : m_last_max_anisotropy()
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{
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glGenSamplers(2, m_sampler_id);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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SamplerCache::~SamplerCache()
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{
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Clear();
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glDeleteSamplers(2, m_sampler_id);
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}
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void SamplerCache::BindNearestSampler(int stage)
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{
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glBindSampler(stage, m_sampler_id[0]);
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}
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void SamplerCache::BindLinearSampler(int stage)
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{
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glBindSampler(stage, m_sampler_id[1]);
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}
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1,
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bool custom_tex)
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{
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// TODO: can this go somewhere else?
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if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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{
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m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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Clear();
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}
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Params params(tm0, tm1);
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// take equivalent forced linear when bForceFiltering
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if (g_ActiveConfig.bForceFiltering)
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{
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params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
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params.tm0.mag_filter = 1;
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}
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// custom textures may have higher resolution, so disable the max_lod
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if (custom_tex)
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{
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params.tm1.max_lod = 255;
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}
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// TODO: Should keep a circular buffer for each stage of recently used samplers.
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auto& active_sampler = m_active_samplers[stage];
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if (active_sampler.first != params || !active_sampler.second.sampler_id)
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{
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// Active sampler does not match parameters (or is invalid), bind the proper one.
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active_sampler.first = params;
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active_sampler.second = GetEntry(params);
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glBindSampler(stage, active_sampler.second.sampler_id);
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}
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}
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SamplerCache::Value& SamplerCache::GetEntry(const Params& params)
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{
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auto& val = m_cache[params];
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if (!val.sampler_id)
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{
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// Sampler not found in cache, create it.
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glGenSamplers(1, &val.sampler_id);
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SetParameters(val.sampler_id, params);
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// TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
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// ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
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}
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return val;
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}
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void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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{
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static const GLint min_filters[8] = {
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GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
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GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR,
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};
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static const GLint wrap_settings[4] = {
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GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT,
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};
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auto& tm0 = params.tm0;
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auto& tm1 = params.tm1;
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glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
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glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
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glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
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GLint min_filter = min_filters[tm0.min_filter];
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GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
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if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
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!SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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{
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// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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// For predictable results on all hardware/drivers, only use one of:
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// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
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// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
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// Letting the game set other combinations will have varying arbitrary results;
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// possibly being interpreted as equal to bilinear/trilinear, implicitly
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// disabling anisotropy, or changing the anisotropic algorithm employed.
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min_filter =
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SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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mag_filter = GL_LINEAR;
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
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glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
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}
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void SamplerCache::Clear()
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{
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for (auto& p : m_cache)
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{
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glDeleteSamplers(1, &p.second.sampler_id);
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}
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m_cache.clear();
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}
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}
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