Move FB texture resizing to LoadFBToActiveGLTexture

This potentially saves a redundant glTexSubImage2D call, with a slight net reduction in lines of code.
This commit is contained in:
archshift 2014-10-13 20:13:43 -07:00
parent 81fa66e9a8
commit d7630f97cc
2 changed files with 36 additions and 33 deletions

View file

@ -59,8 +59,6 @@ void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent(); render_window->MakeCurrent();
for(int i : {0, 1}) { for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
u32 lcd_color_fill = 0; u32 lcd_color_fill = 0;
// TODO: Get LCD Color Fill data from GPU (main: 0x202204, sub: 0x202A04) // TODO: Get LCD Color Fill data from GPU (main: 0x202204, sub: 0x202A04)
@ -68,21 +66,19 @@ void RendererOpenGL::SwapBuffers() {
u8 r = (lcd_color_fill >> 0) & 0xFF; u8 r = (lcd_color_fill >> 0) & 0xFF;
u8 g = (lcd_color_fill >> 8) & 0xFF; u8 g = (lcd_color_fill >> 8) & 0xFF;
u8 b = (lcd_color_fill >> 16) & 0xFF; u8 b = (lcd_color_fill >> 16) & 0xFF;
LoadColorToActiveGLTexture(r, g, b, &textures[i]); LoadColorToActiveGLTexture(r, g, b, textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = 1;
textures[i].height = 1;
} else { } else {
if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) { const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Reallocate texture if the framebuffer size has changed. LoadFBToActiveGLTexture(framebuffer, textures[i]);
// This is expected to not happen very often and hence should not be a
// performance problem. // Resize the texture in case the framebuffer size has changed
glBindTexture(GL_TEXTURE_2D, textures[i].handle);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
GL_BGR, GL_UNSIGNED_BYTE, nullptr);
textures[i].width = framebuffer.width; textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height; textures[i].height = framebuffer.height;
} }
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
}
} }
DrawScreens(); DrawScreens();
@ -121,6 +117,13 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
glBindTexture(GL_TEXTURE_2D, texture.handle); glBindTexture(GL_TEXTURE_2D, texture.handle);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
if (texture.width != framebuffer.width || texture.height != framebuffer.height) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
} else {
// Update existing texture // Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that they // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
// differ from the LCD resolution. // differ from the LCD resolution.
@ -128,31 +131,30 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// framebuffer sizes. We should make sure that this cannot happen. // framebuffer sizes. We should make sure that this cannot happen.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data); GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
/** /**
* Creates 1x1 framebuffer from color, loads into the active OpenGL texture. * Fills active OpenGL texture with the given RGB color.
* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on. * Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
* This has the added benefit of being *really fast*. * This has the added benefit of being *really fast*.
*/ */
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture) { void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
glBindTexture(GL_TEXTURE_2D, texture->handle); const TextureInfo& texture) {
glBindTexture(GL_TEXTURE_2D, texture.handle);
u8 framebuffer_data[3] = { color_r, color_g, color_b }; u8 framebuffer_data[3] = { color_r, color_g, color_b };
if (texture->width != 1 || texture->height != 1) { if (texture.width != 1 || texture.height != 1) {
// Reallocate texture if the framebuffer size has changed. // Reallocate texture if the framebuffer size has changed.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0,
GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data); GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
texture->width = 1;
texture->height = 1;
} else { } else {
// Update existing texture // Update existing texture
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height, glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width, texture.height,
GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data); GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
} }

View file

@ -51,8 +51,9 @@ private:
// Loads framebuffer from emulated memory into the active OpenGL texture. // Loads framebuffer from emulated memory into the active OpenGL texture.
static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture); const TextureInfo& texture);
// Creates 1x1 framebuffer from color, loads into the active OpenGL texture. // Fills active OpenGL texture with the given RGB color.
static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, TextureInfo* texture); static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture);
EmuWindow* render_window; ///< Handle to render window EmuWindow* render_window; ///< Handle to render window
u32 last_mode; ///< Last render mode u32 last_mode; ///< Last render mode
@ -64,7 +65,7 @@ private:
GLuint vertex_array_handle; GLuint vertex_array_handle;
GLuint vertex_buffer_handle; GLuint vertex_buffer_handle;
GLuint program_id; GLuint program_id;
std::array<TextureInfo, 2> textures; // main, sub respectively std::array<TextureInfo, 2> textures; // main and sub respectively
// Shader uniform location indices // Shader uniform location indices
GLuint uniform_modelview_matrix; GLuint uniform_modelview_matrix;
GLuint uniform_color_texture; GLuint uniform_color_texture;