forked from eden-emu/eden
		
	gl_state: Keep track of texture target.
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					 5 changed files with 28 additions and 26 deletions
				
			
		|  | @ -692,14 +692,14 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, | |||
|         const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset()); | ||||
| 
 | ||||
|         if (!texture.enabled) { | ||||
|             state.texture_units[current_bindpoint].texture_2d = 0; | ||||
|             state.texture_units[current_bindpoint].texture = 0; | ||||
|             continue; | ||||
|         } | ||||
| 
 | ||||
|         texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc); | ||||
|         Surface surface = res_cache.GetTextureSurface(texture); | ||||
|         if (surface != nullptr) { | ||||
|             state.texture_units[current_bindpoint].texture_2d = surface->Texture().handle; | ||||
|             state.texture_units[current_bindpoint].texture = surface->Texture().handle; | ||||
|             state.texture_units[current_bindpoint].swizzle.r = | ||||
|                 MaxwellToGL::SwizzleSource(texture.tic.x_source); | ||||
|             state.texture_units[current_bindpoint].swizzle.g = | ||||
|  | @ -710,7 +710,7 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, | |||
|                 MaxwellToGL::SwizzleSource(texture.tic.w_source); | ||||
|         } else { | ||||
|             // Can occur when texture addr is null or its memory is unmapped/invalid
 | ||||
|             state.texture_units[current_bindpoint].texture_2d = 0; | ||||
|             state.texture_units[current_bindpoint].texture = 0; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -363,8 +363,8 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup | |||
|     OpenGLState cur_state = OpenGLState::GetCurState(); | ||||
| 
 | ||||
|     // Keep track of previous texture bindings
 | ||||
|     GLuint old_tex = cur_state.texture_units[0].texture_2d; | ||||
|     cur_state.texture_units[0].texture_2d = texture; | ||||
|     GLuint old_tex = cur_state.texture_units[0].texture; | ||||
|     cur_state.texture_units[0].texture = texture; | ||||
|     cur_state.Apply(); | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
| 
 | ||||
|  | @ -380,7 +380,7 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup | |||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||||
| 
 | ||||
|     // Restore previous texture bindings
 | ||||
|     cur_state.texture_units[0].texture_2d = old_tex; | ||||
|     cur_state.texture_units[0].texture = old_tex; | ||||
|     cur_state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  | @ -600,8 +600,8 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle | |||
|     GLuint target_tex = texture.handle; | ||||
|     OpenGLState cur_state = OpenGLState::GetCurState(); | ||||
| 
 | ||||
|     GLuint old_tex = cur_state.texture_units[0].texture_2d; | ||||
|     cur_state.texture_units[0].texture_2d = target_tex; | ||||
|     GLuint old_tex = cur_state.texture_units[0].texture; | ||||
|     cur_state.texture_units[0].texture = target_tex; | ||||
|     cur_state.Apply(); | ||||
| 
 | ||||
|     // Ensure no bad interactions with GL_UNPACK_ALIGNMENT
 | ||||
|  | @ -622,7 +622,7 @@ void CachedSurface::UploadGLTexture(GLuint read_fb_handle, GLuint draw_fb_handle | |||
| 
 | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
| 
 | ||||
|     cur_state.texture_units[0].texture_2d = old_tex; | ||||
|     cur_state.texture_units[0].texture = old_tex; | ||||
|     cur_state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -200,9 +200,9 @@ void OpenGLState::Apply() const { | |||
|         const auto& texture_unit = texture_units[i]; | ||||
|         const auto& cur_state_texture_unit = cur_state.texture_units[i]; | ||||
| 
 | ||||
|         if (texture_unit.texture_2d != cur_state_texture_unit.texture_2d) { | ||||
|         if (texture_unit.texture != cur_state_texture_unit.texture) { | ||||
|             glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum()); | ||||
|             glBindTexture(GL_TEXTURE_2D, texture_unit.texture_2d); | ||||
|             glBindTexture(texture_unit.target, texture_unit.texture); | ||||
|         } | ||||
|         if (texture_unit.sampler != cur_state_texture_unit.sampler) { | ||||
|             glBindSampler(static_cast<GLuint>(i), texture_unit.sampler); | ||||
|  | @ -214,7 +214,7 @@ void OpenGLState::Apply() const { | |||
|             texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) { | ||||
|             std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g, | ||||
|                                          texture_unit.swizzle.b, texture_unit.swizzle.a}; | ||||
|             glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data()); | ||||
|             glTexParameteriv(texture_unit.target, GL_TEXTURE_SWIZZLE_RGBA, mask.data()); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  | @ -287,7 +287,7 @@ void OpenGLState::Apply() const { | |||
| 
 | ||||
| OpenGLState& OpenGLState::UnbindTexture(GLuint handle) { | ||||
|     for (auto& unit : texture_units) { | ||||
|         if (unit.texture_2d == handle) { | ||||
|         if (unit.texture == handle) { | ||||
|             unit.Unbind(); | ||||
|         } | ||||
|     } | ||||
|  |  | |||
|  | @ -94,8 +94,9 @@ public: | |||
| 
 | ||||
|     // 3 texture units - one for each that is used in PICA fragment shader emulation
 | ||||
|     struct TextureUnit { | ||||
|         GLuint texture_2d; // GL_TEXTURE_BINDING_2D
 | ||||
|         GLuint sampler;    // GL_SAMPLER_BINDING
 | ||||
|         GLuint texture; // GL_TEXTURE_BINDING_2D
 | ||||
|         GLuint sampler; // GL_SAMPLER_BINDING
 | ||||
|         GLenum target; | ||||
|         struct { | ||||
|             GLint r; // GL_TEXTURE_SWIZZLE_R
 | ||||
|             GLint g; // GL_TEXTURE_SWIZZLE_G
 | ||||
|  | @ -104,7 +105,7 @@ public: | |||
|         } swizzle; | ||||
| 
 | ||||
|         void Unbind() { | ||||
|             texture_2d = 0; | ||||
|             texture = 0; | ||||
|             swizzle.r = GL_RED; | ||||
|             swizzle.g = GL_GREEN; | ||||
|             swizzle.b = GL_BLUE; | ||||
|  | @ -114,6 +115,7 @@ public: | |||
|         void Reset() { | ||||
|             Unbind(); | ||||
|             sampler = 0; | ||||
|             target = GL_TEXTURE_2D; | ||||
|         } | ||||
|     }; | ||||
|     std::array<TextureUnit, 32> texture_units; | ||||
|  |  | |||
|  | @ -177,7 +177,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf | |||
|                                        Memory::GetPointer(framebuffer_addr), | ||||
|                                        gl_framebuffer_data.data(), true); | ||||
| 
 | ||||
|         state.texture_units[0].texture_2d = screen_info.texture.resource.handle; | ||||
|         state.texture_units[0].texture = screen_info.texture.resource.handle; | ||||
|         state.Apply(); | ||||
| 
 | ||||
|         glActiveTexture(GL_TEXTURE0); | ||||
|  | @ -194,7 +194,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf | |||
| 
 | ||||
|         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
| 
 | ||||
|         state.texture_units[0].texture_2d = 0; | ||||
|         state.texture_units[0].texture = 0; | ||||
|         state.Apply(); | ||||
|     } | ||||
| } | ||||
|  | @ -205,7 +205,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf | |||
|  */ | ||||
| void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, | ||||
|                                                 const TextureInfo& texture) { | ||||
|     state.texture_units[0].texture_2d = texture.resource.handle; | ||||
|     state.texture_units[0].texture = texture.resource.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|  | @ -214,7 +214,7 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color | |||
|     // Update existing texture
 | ||||
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = 0; | ||||
|     state.texture_units[0].texture = 0; | ||||
|     state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  | @ -260,7 +260,7 @@ void RendererOpenGL::InitOpenGLObjects() { | |||
|     // Allocation of storage is deferred until the first frame, when we
 | ||||
|     // know the framebuffer size.
 | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = screen_info.texture.resource.handle; | ||||
|     state.texture_units[0].texture = screen_info.texture.resource.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|  | @ -272,7 +272,7 @@ void RendererOpenGL::InitOpenGLObjects() { | |||
| 
 | ||||
|     screen_info.display_texture = screen_info.texture.resource.handle; | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = 0; | ||||
|     state.texture_units[0].texture = 0; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Clear screen to black
 | ||||
|  | @ -305,14 +305,14 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, | |||
|         UNREACHABLE(); | ||||
|     } | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = texture.resource.handle; | ||||
|     state.texture_units[0].texture = texture.resource.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|     glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, | ||||
|                  texture.gl_format, texture.gl_type, nullptr); | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = 0; | ||||
|     state.texture_units[0].texture = 0; | ||||
|     state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  | @ -354,14 +354,14 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, | |||
|         ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), | ||||
|     }}; | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = screen_info.display_texture; | ||||
|     state.texture_units[0].texture = screen_info.display_texture; | ||||
|     state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA}; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); | ||||
|     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | ||||
| 
 | ||||
|     state.texture_units[0].texture_2d = 0; | ||||
|     state.texture_units[0].texture = 0; | ||||
|     state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  |  | |||
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