rasterizer_cache: Remove remaining OpenGL code

This commit is contained in:
emufan4568 2022-08-21 13:32:02 +03:00
parent fc450edd14
commit 1579f96397
5 changed files with 77 additions and 140 deletions

View file

@ -7,13 +7,11 @@
#include "common/alignment.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "video_core/pica_state.h"
#include "video_core/rasterizer_cache/rasterizer_cache.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
#include "video_core/renderer_opengl/texture_downloader_es.h"
#include "video_core/renderer_opengl/gl_format_reinterpreter.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h"
namespace OpenGL {
@ -78,76 +76,24 @@ static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
}
// Allocate an uninitialized texture of appropriate size and format for the surface
OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& format_tuple, u32 width,
u32 height) {
auto recycled_tex = host_texture_recycler.find({format_tuple, width, height});
OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& tuple,
u32 width, u32 height) {
auto recycled_tex = host_texture_recycler.find({tuple, width, height});
if (recycled_tex != host_texture_recycler.end()) {
OGLTexture texture = std::move(recycled_tex->second);
host_texture_recycler.erase(recycled_tex);
return texture;
}
const GLsizei levels = static_cast<GLsizei>(std::log2(std::max(width, height))) + 1;
OGLTexture texture;
texture.Create();
OpenGLState cur_state = OpenGLState::GetCurState();
// Keep track of previous texture bindings
GLuint old_tex = cur_state.texture_units[0].texture_2d;
cur_state.texture_units[0].texture_2d = texture.handle;
cur_state.Apply();
glActiveTexture(GL_TEXTURE0);
if (GL_ARB_texture_storage) {
// Allocate all possible mipmap levels upfront
const GLsizei levels = static_cast<GLsizei>(std::log2(std::max(width, height))) + 1;
glTexStorage2D(GL_TEXTURE_2D, levels, format_tuple.internal_format, width, height);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
format_tuple.format, format_tuple.type, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Restore previous texture bindings
cur_state.texture_units[0].texture_2d = old_tex;
cur_state.Apply();
texture.Allocate(GL_TEXTURE_2D, levels, tuple.internal_format, width, height);
return texture;
}
static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple, u32 width) {
OpenGLState cur_state = OpenGLState::GetCurState();
// Keep track of previous texture bindings
GLuint old_tex = cur_state.texture_cube_unit.texture_cube;
cur_state.texture_cube_unit.texture_cube = texture;
cur_state.Apply();
glActiveTexture(TextureUnits::TextureCube.Enum());
if (GL_ARB_texture_storage) {
// Allocate all possible mipmap levels in case the game uses them later
const GLsizei levels = static_cast<GLsizei>(std::log2(width)) + 1;
glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format_tuple.internal_format, width, width);
} else {
for (auto faces : {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
}) {
glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0,
format_tuple.format, format_tuple.type, nullptr);
}
}
// Restore previous texture bindings
cur_state.texture_cube_unit.texture_cube = old_tex;
cur_state.Apply();
}
MICROPROFILE_DEFINE(OpenGL_CopySurface, "OpenGL", "CopySurface", MP_RGB(128, 192, 64));
void RasterizerCacheOpenGL::CopySurface(const Surface& src_surface, const Surface& dst_surface,
SurfaceInterval copy_interval) {
@ -562,20 +508,19 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
auto& cube = texture_cube_cache[config];
struct Face {
Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address, GLenum gl_face)
: watcher(watcher), address(address), gl_face(gl_face) {}
Face(std::shared_ptr<SurfaceWatcher>& watcher, PAddr address)
: watcher(watcher), address(address) {}
std::shared_ptr<SurfaceWatcher>& watcher;
PAddr address;
GLenum gl_face;
};
const std::array<Face, 6> faces{{
{cube.px, config.px, GL_TEXTURE_CUBE_MAP_POSITIVE_X},
{cube.nx, config.nx, GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
{cube.py, config.py, GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
{cube.ny, config.ny, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
{cube.pz, config.pz, GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
{cube.nz, config.nz, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z},
{cube.px, config.px},
{cube.nx, config.nx},
{cube.py, config.py},
{cube.ny, config.ny},
{cube.pz, config.pz},
{cube.nz, config.nz},
}};
for (const Face& face : faces) {
@ -606,18 +551,17 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
}
}
const auto& tuple = GetFormatTuple(PixelFormatFromTextureFormat(config.format));
const u32 width = cube.res_scale * config.width;
const GLsizei levels = static_cast<GLsizei>(std::log2(width)) + 1;
// Allocate the cube texture
cube.texture.Create();
AllocateTextureCube(
cube.texture.handle,
GetFormatTuple(PixelFormatFromTextureFormat(config.format)),
cube.res_scale * config.width);
cube.texture.Allocate(GL_TEXTURE_CUBE_MAP, levels, tuple.internal_format, width, width);
}
u32 scaled_size = cube.res_scale * config.width;
OpenGLState prev_state = OpenGLState::GetCurState();
SCOPE_EXIT({ prev_state.Apply(); });
for (const Face& face : faces) {
if (face.watcher && !face.watcher->IsValid()) {
auto surface = face.watcher->Get();