summaryrefslogtreecommitdiff
path: root/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
diff options
context:
space:
mode:
authorJordan Woyak <jordan.woyak@gmail.com>2013-02-19 18:22:38 -0600
committerJordan Woyak <jordan.woyak@gmail.com>2013-02-19 21:18:53 -0600
commitf2647a12162f100acbf89dfaf703fdae9b19dea2 (patch)
tree0feef1cc9dbdc105c518b2d883fbe542b1780e50 /Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
parentd93e57ff222d7dca01848592a7b4631ca3841ab6 (diff)
Implement OGL sampler cache. Allows binding a texture multiple times with different parameters. Also possibly gives a very small speed improvement.
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp83
1 files changed, 18 insertions, 65 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
index 815ca4433d..7bb877f8e3 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
@@ -111,34 +111,20 @@ TextureCache::TCacheEntry::~TCacheEntry()
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
- currmode.hex = 0;
- currmode1.hex = 0;
GL_REPORT_ERRORD();
}
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
- // TODO: is this already done somewhere else?
- TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
- TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
-
- if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
+ if (s_Textures[stage] != texture)
{
- if(s_ActiveTexture != stage)
+ if (s_ActiveTexture != stage)
+ {
glActiveTexture(GL_TEXTURE0 + stage);
- if(s_Textures[stage] != texture)
- glBindTexture(GL_TEXTURE_2D, texture);
+ s_ActiveTexture = stage;
+ }
- SetTextureParameters(tm0, tm1);
- s_ActiveTexture = stage;
- s_Textures[stage] = texture;
- }
- else if (s_Textures[stage] != texture)
- {
- if(s_ActiveTexture != stage)
- glActiveTexture(GL_TEXTURE0 + stage);
glBindTexture(GL_TEXTURE_2D, texture);
- s_ActiveTexture = stage;
s_Textures[stage] = texture;
}
}
@@ -225,15 +211,23 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
void TextureCache::TCacheEntry::Load(unsigned int stage, unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level)
{
- if(s_ActiveTexture != stage)
+ if (s_ActiveTexture != stage)
+ {
glActiveTexture(GL_TEXTURE0 + stage);
- if(s_Textures[stage] != texture)
+ s_ActiveTexture = stage;
+ }
+
+ if (s_Textures[stage] != texture)
+ {
glBindTexture(GL_TEXTURE_2D, texture);
- s_ActiveTexture = stage;
- s_Textures[stage] = texture;
+ s_Textures[stage] = texture;
+ }
- if(level == 0 && m_tex_levels != 0)
+ // TODO: sloppy, just do this on creation?
+ if (level == 0)
+ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, m_tex_levels - 1);
+ }
if (pcfmt != PC_TEX_FMT_DXT1)
{
@@ -417,47 +411,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
g_renderer->RestoreAPIState();
}
-void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
-{
- const GLint c_MinLinearFilter[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,
- };
- const GLint c_WrapSettings[4] =
- {
- GL_CLAMP_TO_EDGE,
- GL_REPEAT,
- GL_MIRRORED_REPEAT,
- GL_REPEAT,
- };
-
- int filt = newmode.min_filter;
- if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
- filt += 4; // take equivalent forced linear
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt & 7]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, newmode1.min_lod / 16.0f);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, newmode1.max_lod / 16.0f);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, newmode.lod_bias / 32.0f);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
-
- // TODO: Reset anisotrop when changed to 1
- if (g_Config.iMaxAnisotropy >= 1)
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
- (float)(1 << g_ActiveConfig.iMaxAnisotropy));
-}
-
TextureCache::TextureCache()
{
const char *pColorMatrixProg =