forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			156 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "Common/CommonFuncs.h"
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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std::unique_ptr<SamplerCache> g_sampler_cache;
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SamplerCache::SamplerCache() : m_last_max_anisotropy()
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{
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  glGenSamplers(2, m_sampler_id);
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  glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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  glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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  glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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  glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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  glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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  glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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  glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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  glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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SamplerCache::~SamplerCache()
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{
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  Clear();
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  glDeleteSamplers(2, m_sampler_id);
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}
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void SamplerCache::BindNearestSampler(int stage)
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{
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  glBindSampler(stage, m_sampler_id[0]);
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}
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void SamplerCache::BindLinearSampler(int stage)
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{
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  glBindSampler(stage, m_sampler_id[1]);
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}
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1,
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                                   bool custom_tex)
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{
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  // TODO: can this go somewhere else?
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  if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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  {
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    m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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    Clear();
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  }
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  Params params(tm0, tm1);
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  // take equivalent forced linear when bForceFiltering
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  if (g_ActiveConfig.bForceFiltering)
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  {
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    params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
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    params.tm0.mag_filter = 1;
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  }
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  // custom textures may have higher resolution, so disable the max_lod
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  if (custom_tex)
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  {
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    params.tm1.max_lod = 255;
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  }
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  // TODO: Should keep a circular buffer for each stage of recently used samplers.
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  auto& active_sampler = m_active_samplers[stage];
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  if (active_sampler.first != params || !active_sampler.second.sampler_id)
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  {
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    // Active sampler does not match parameters (or is invalid), bind the proper one.
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    active_sampler.first = params;
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    active_sampler.second = GetEntry(params);
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    glBindSampler(stage, active_sampler.second.sampler_id);
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  }
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}
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SamplerCache::Value& SamplerCache::GetEntry(const Params& params)
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{
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  auto& val = m_cache[params];
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  if (!val.sampler_id)
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  {
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    // Sampler not found in cache, create it.
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    glGenSamplers(1, &val.sampler_id);
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    SetParameters(val.sampler_id, params);
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    // TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though.
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    // ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size());
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  }
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  return val;
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}
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void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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{
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  static const GLint min_filters[8] = {
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      GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST,
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      GL_LINEAR,  GL_LINEAR_MIPMAP_NEAREST,  GL_LINEAR_MIPMAP_LINEAR,  GL_LINEAR,
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  };
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  static const GLint wrap_settings[4] = {
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      GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT,
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  };
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  auto& tm0 = params.tm0;
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  auto& tm1 = params.tm1;
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  glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]);
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  glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]);
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  glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f);
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  glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f);
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  if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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    glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
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  GLint min_filter = min_filters[tm0.min_filter];
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  GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
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  if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
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      !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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  {
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    // https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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    // For predictable results on all hardware/drivers, only use one of:
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    //	GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
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    //	GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
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    // Letting the game set other combinations will have varying arbitrary results;
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    // possibly being interpreted as equal to bilinear/trilinear, implicitly
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    // disabling anisotropy, or changing the anisotropic algorithm employed.
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    min_filter =
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        SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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    mag_filter = GL_LINEAR;
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    glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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                        (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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  }
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  glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
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  glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter);
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}
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void SamplerCache::Clear()
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{
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  for (auto& p : m_cache)
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  {
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    glDeleteSamplers(1, &p.second.sampler_id);
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  }
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  m_cache.clear();
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}
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}
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