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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/OGL/SamplerCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/SamplerCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/SamplerCache.cpp227
1 files changed, 108 insertions, 119 deletions
diff --git a/Source/Core/VideoBackends/OGL/SamplerCache.cpp b/Source/Core/VideoBackends/OGL/SamplerCache.cpp
index d9a2008a50..82cc74daa8 100644
--- a/Source/Core/VideoBackends/OGL/SamplerCache.cpp
+++ b/Source/Core/VideoBackends/OGL/SamplerCache.cpp
@@ -13,154 +13,143 @@
namespace OGL
{
-
std::unique_ptr<SamplerCache> g_sampler_cache;
-SamplerCache::SamplerCache()
- : m_last_max_anisotropy()
+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);
+ 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);
+ Clear();
+ glDeleteSamplers(2, m_sampler_id);
}
void SamplerCache::BindNearestSampler(int stage)
{
- glBindSampler(stage, m_sampler_id[0]);
+ glBindSampler(stage, m_sampler_id[0]);
}
void SamplerCache::BindLinearSampler(int stage)
{
- glBindSampler(stage, m_sampler_id[1]);
+ glBindSampler(stage, m_sampler_id[1]);
}
-void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex)
+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);
- }
+ // 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;
+ 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);
+ 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();
+ for (auto& p : m_cache)
+ {
+ glDeleteSamplers(1, &p.second.sampler_id);
+ }
+ m_cache.clear();
}
-
}