gl_state: Keep track of texture target.

master
bunnei 2018-08-31 23:54:31 +07:00
parent 460ebc8187
commit b56e5edafc
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();
}