Use immutable storage when available (#5053)

Going to merge this because I plan to use it.
This commit is contained in:
James Rowe 2020-03-26 11:53:55 -06:00 committed by GitHub
parent feb5b5a394
commit 407fd15515
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1 changed files with 33 additions and 16 deletions

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@ -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);
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
format_tuple.format, format_tuple.type, nullptr);
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);
@ -341,17 +348,22 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
cur_state.texture_cube_unit.texture_cube = texture;
cur_state.Apply();
glActiveTexture(TextureUnits::TextureCube.Enum());
for (auto faces : {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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);
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,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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);
}
}
// Restore previous texture bindings
@ -1550,9 +1562,14 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
width = surface->GetScaledWidth();
height = surface->GetScaledHeight();
}
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);
// 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);
}
}
if (surface->is_custom) {
// TODO: proper mipmap support for custom textures