Use immutable storage when available

This commit is contained in:
James Rowe 2020-01-09 11:18:47 -05:00 committed by SachinVin
parent b2057e1b62
commit fda121c25c

View file

@ -6,6 +6,7 @@
#include <array>
#include <atomic>
#include <bitset>
#include <cmath>
#include <cstring>
#include <iterator>
#include <memory>
@ -250,8 +251,14 @@ OGLTexture RasterizerCacheOpenGL::AllocateSurfaceTexture(const FormatTuple& form
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);
@ -273,7 +280,11 @@ 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,
@ -282,8 +293,9 @@ 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
@ -1250,9 +1262,14 @@ 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 || !texture_filterer->IsNull()) {
// TODO: proper mipmap support for custom textures