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https://github.com/yuzu-emu/yuzu-android
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gl_rasterizer_cache: Texture view if shader samples array but OGL is not
When a shader samples a texture array but that texture in OpenGL is created without layers, use a texture view to increase the texture hierarchy. For example, instead of binding a GL_TEXTURE_2D bind a GL_TEXTURE_2D_ARRAY view.
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@ -1014,8 +1014,11 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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Surface surface = res_cache.GetTextureSurface(texture, entry);
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Surface surface = res_cache.GetTextureSurface(texture, entry);
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if (surface != nullptr) {
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if (surface != nullptr) {
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state.texture_units[current_bindpoint].texture = surface->Texture().handle;
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const GLuint handle =
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state.texture_units[current_bindpoint].target = surface->Target();
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entry.IsArray() ? surface->TextureLayer().handle : surface->Texture().handle;
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const GLenum target = entry.IsArray() ? surface->TargetLayer() : surface->Target();
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state.texture_units[current_bindpoint].texture = handle;
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state.texture_units[current_bindpoint].target = target;
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state.texture_units[current_bindpoint].swizzle.r =
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state.texture_units[current_bindpoint].swizzle.r =
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MaxwellToGL::SwizzleSource(texture.tic.x_source);
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MaxwellToGL::SwizzleSource(texture.tic.x_source);
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state.texture_units[current_bindpoint].swizzle.g =
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state.texture_units[current_bindpoint].swizzle.g =
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@ -44,6 +44,17 @@ struct FormatTuple {
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bool compressed;
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bool compressed;
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};
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};
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static void ApplyTextureDefaults(GLenum target, u32 max_mip_level) {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_mip_level - 1);
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if (max_mip_level == 1) {
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glTexParameterf(target, GL_TEXTURE_LOD_BIAS, 1000.0);
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}
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}
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void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr_) {
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void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr_) {
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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr_)};
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const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr_)};
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@ -532,6 +543,9 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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const auto& format_tuple = GetFormatTuple(params.pixel_format, params.component_type);
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const auto& format_tuple = GetFormatTuple(params.pixel_format, params.component_type);
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gl_internal_format = format_tuple.internal_format;
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gl_is_compressed = format_tuple.compressed;
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if (!format_tuple.compressed) {
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if (!format_tuple.compressed) {
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// Only pre-create the texture for non-compressed textures.
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// Only pre-create the texture for non-compressed textures.
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switch (params.target) {
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switch (params.target) {
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@ -560,15 +574,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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}
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}
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}
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}
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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ApplyTextureDefaults(SurfaceTargetToGL(params.target), params.max_mip_level);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAG_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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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAX_LEVEL,
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params.max_mip_level - 1);
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if (params.max_mip_level == 1) {
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glTexParameterf(SurfaceTargetToGL(params.target), GL_TEXTURE_LOD_BIAS, 1000.0);
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}
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LabelGLObject(GL_TEXTURE, texture.handle, params.addr,
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LabelGLObject(GL_TEXTURE, texture.handle, params.addr,
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SurfaceParams::SurfaceTargetName(params.target));
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SurfaceParams::SurfaceTargetName(params.target));
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@ -886,6 +892,31 @@ void CachedSurface::UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle,
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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}
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void CachedSurface::EnsureTextureView() {
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if (texture_view.handle != 0)
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return;
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// Compressed texture are not being created with immutable storage
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UNIMPLEMENTED_IF(gl_is_compressed);
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const GLenum target{TargetLayer()};
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texture_view.Create();
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glTextureView(texture_view.handle, target, texture.handle, gl_internal_format, 0,
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params.max_mip_level, 0, 1);
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OpenGLState cur_state = OpenGLState::GetCurState();
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const auto& old_tex = cur_state.texture_units[0];
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SCOPE_EXIT({
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cur_state.texture_units[0] = old_tex;
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cur_state.Apply();
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});
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cur_state.texture_units[0].texture = texture_view.handle;
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cur_state.texture_units[0].target = target;
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cur_state.Apply();
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ApplyTextureDefaults(target, params.max_mip_level);
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}
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MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 192, 64));
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MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 192, 64));
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void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle) {
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void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle) {
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if (params.type == SurfaceType::Fill)
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if (params.type == SurfaceType::Fill)
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@ -293,10 +293,31 @@ public:
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return texture;
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return texture;
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}
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}
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const OGLTexture& TextureLayer() {
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if (params.is_layered) {
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return Texture();
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}
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EnsureTextureView();
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return texture_view;
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}
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GLenum Target() const {
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GLenum Target() const {
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return gl_target;
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return gl_target;
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}
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}
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GLenum TargetLayer() const {
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using VideoCore::Surface::SurfaceTarget;
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switch (params.target) {
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case SurfaceTarget::Texture1D:
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return GL_TEXTURE_1D_ARRAY;
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case SurfaceTarget::Texture2D:
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return GL_TEXTURE_2D_ARRAY;
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case SurfaceTarget::TextureCubemap:
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return GL_TEXTURE_CUBE_MAP_ARRAY;
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}
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return Target();
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}
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const SurfaceParams& GetSurfaceParams() const {
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const SurfaceParams& GetSurfaceParams() const {
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return params;
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return params;
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}
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}
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@ -311,11 +332,16 @@ public:
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private:
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private:
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void UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle, GLuint draw_fb_handle);
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void UploadGLMipmapTexture(u32 mip_map, GLuint read_fb_handle, GLuint draw_fb_handle);
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void EnsureTextureView();
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OGLTexture texture;
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OGLTexture texture;
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OGLTexture texture_view;
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std::vector<std::vector<u8>> gl_buffer;
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std::vector<std::vector<u8>> gl_buffer;
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SurfaceParams params;
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SurfaceParams params{};
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GLenum gl_target;
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GLenum gl_target{};
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std::size_t cached_size_in_bytes;
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GLenum gl_internal_format{};
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bool gl_is_compressed{};
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std::size_t cached_size_in_bytes{};
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};
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};
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class RasterizerCacheOpenGL final : public RasterizerCache<Surface> {
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class RasterizerCacheOpenGL final : public RasterizerCache<Surface> {
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