gl_rasterizer: Use ARB_texture_storage.
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
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3 changed files with 12 additions and 11 deletions
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@ -477,30 +477,27 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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// Only pre-create the texture for non-compressed textures.
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switch (params.target) {
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case SurfaceParams::SurfaceTarget::Texture1D:
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glTexImage1D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage1D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth());
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break;
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case SurfaceParams::SurfaceTarget::Texture2D:
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glTexImage2D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight());
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glTexImage3D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth, 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage3D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth);
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break;
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default:
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LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
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static_cast<u32>(params.target));
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UNREACHABLE();
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage2D(GL_TEXTURE_2D, 1, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight());
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}
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}
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -447,6 +447,8 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
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unsupported_ext.append("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_base_instance)
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unsupported_ext.append("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.append("ARB_texture_storage");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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@ -94,6 +94,8 @@ bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_base_instance)
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unsupported_ext.push_back("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.push_back("ARB_texture_storage");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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