forked from dolphin-emu/dolphin
		
	We are used to use the texture parameter for all util draw calls, but AMD seems to have a bug where they use the sampler parameter of stage 0 if no sampler is bound to the used stage. So as workaround (and a bit as nicer code), we now use sampler objects everywhere.
		
			
				
	
	
		
			149 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			4.0 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 "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/DriverDetails.h"
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namespace OGL
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{
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SamplerCache *g_sampler_cache;
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SamplerCache::SamplerCache()
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	: 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, 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 |= 0x4;
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		params.tm0.mag_filter |= 0x1;
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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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	{
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		GL_NEAREST,
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		GL_NEAREST_MIPMAP_NEAREST,
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		GL_NEAREST_MIPMAP_LINEAR,
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		GL_NEAREST,
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		GL_LINEAR,
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		GL_LINEAR_MIPMAP_NEAREST,
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		GL_LINEAR_MIPMAP_LINEAR,
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		GL_LINEAR,
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	};
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	static const GLint wrap_settings[4] =
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	{
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		GL_CLAMP_TO_EDGE,
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		GL_REPEAT,
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		GL_MIRRORED_REPEAT,
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		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_MIN_FILTER, min_filters[tm0.min_filter % ArraySize(min_filters)]);
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	glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, tm0.mag_filter ? GL_LINEAR : GL_NEAREST);
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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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	{
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		glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f);
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		if (g_ActiveConfig.iMaxAnisotropy > 0)
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			glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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	}
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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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