Merge pull request #1294 from degasus/optimizations
gl_rasterizer: Use ARB_texture_storage.
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commit
4a9acc87f9
3 changed files with 12 additions and 11 deletions
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@ -477,30 +477,27 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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// Only pre-create the texture for non-compressed textures.
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switch (params.target) {
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case SurfaceParams::SurfaceTarget::Texture1D:
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glTexImage1D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage1D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth());
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break;
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case SurfaceParams::SurfaceTarget::Texture2D:
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glTexImage2D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight());
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glTexImage3D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth, 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage3D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth);
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break;
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default:
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LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
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static_cast<u32>(params.target));
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UNREACHABLE();
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage2D(GL_TEXTURE_2D, 1, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight());
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}
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}
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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