Use immutable storage when available (#5053)
Going to merge this because I plan to use it.
This commit is contained in:
parent
feb5b5a394
commit
407fd15515
1 changed files with 33 additions and 16 deletions
|
@ -5,6 +5,7 @@
|
|||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <atomic>
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
|
@ -320,8 +321,14 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
|
|||
cur_state.Apply();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (GL_ARB_texture_storage) {
|
||||
// Allocate all possible mipmap levels upfront
|
||||
auto levels = 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);
|
||||
|
@ -341,7 +348,11 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
|
|||
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
|
||||
auto levels = 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,
|
||||
|
@ -350,8 +361,9 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
|
|||
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);
|
||||
glTexImage2D(faces, 0, format_tuple.internal_format, width, width, 0,
|
||||
format_tuple.format, format_tuple.type, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Restore previous texture bindings
|
||||
|
@ -1550,9 +1562,14 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
|
|||
width = surface->GetScaledWidth();
|
||||
height = surface->GetScaledHeight();
|
||||
}
|
||||
// If we are using ARB_texture_storage then we've already allocated all of the mipmap
|
||||
// levels
|
||||
if (!GL_ARB_texture_storage) {
|
||||
for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
|
||||
glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
|
||||
height >> level, 0, format_tuple.format, format_tuple.type, nullptr);
|
||||
height >> level, 0, format_tuple.format, format_tuple.type,
|
||||
nullptr);
|
||||
}
|
||||
}
|
||||
if (surface->is_custom) {
|
||||
// TODO: proper mipmap support for custom textures
|
||||
|
|
Loading…
Reference in a new issue