gl_texture_cache: Simplify scaling

We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down.
Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
master
ameerj 2021-09-10 01:10:59 +07:00 committed by Fernando Sahmkow
parent ae8d19d17e
commit fcf2b2c78a
2 changed files with 39 additions and 31 deletions

@ -696,6 +696,7 @@ void Image::UploadMemory(const ImageBufferMap& map,
const bool is_rescaled = True(flags & ImageFlagBits::Rescaled);
if (is_rescaled) {
ScaleDown();
scale_backup.Release();
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, map.buffer);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, map.offset, unswizzled_size_bytes);
@ -727,6 +728,7 @@ void Image::DownloadMemory(ImageBufferMap& map,
const bool is_rescaled = True(flags & ImageFlagBits::Rescaled);
if (is_rescaled) {
ScaleDown();
scale_backup.Release();
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, map.buffer);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
@ -881,17 +883,11 @@ void Image::CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t b
}
}
bool Image::Scale(bool scale_src, bool scale_dst) {
if (!runtime->is_rescaling_on) {
return false;
}
if (gl_format == 0 && gl_type == 0) {
// compressed textures
return false;
}
if (info.type == ImageType::Linear) {
UNIMPLEMENTED();
return false;
bool Image::Scale() {
if (scale_backup.handle) {
// This was a texture which was scaled previously, no need to repeat scaling
std::swap(texture, scale_backup);
return true;
}
const GLenum attachment = [this] {
switch (GetFormatType(info.format)) {
@ -924,41 +920,36 @@ bool Image::Scale(bool scale_src, bool scale_dst) {
const auto& resolution = runtime->resolution;
const u32 up = resolution.up_scale;
const u32 down = resolution.down_shift;
const auto scale = [&](u32 value) { return std::max<u32>((value * up) >> down, 1U); };
const auto scale_up = [&](u32 value) { return std::max<u32>((value * up) >> down, 1U); };
const u32 scaled_width = scale_up(info.size.width);
const u32 scaled_height = is_2d ? scale_up(info.size.height) : info.size.height;
const u32 scaled_width = scale(info.size.width);
const u32 scaled_height = is_2d ? scale(info.size.height) : info.size.height;
const u32 original_width = info.size.width;
const u32 original_height = info.size.height;
const u32 src_width = scale_src ? scaled_width : original_width;
const u32 src_height = scale_src ? scaled_height : original_height;
const u32 dst_width = scale_dst ? scaled_width : original_width;
const u32 dst_height = scale_dst ? scaled_height : original_height;
auto dst_info = info;
dst_info.size.width = dst_width;
dst_info.size.height = dst_height;
auto dst_texture = MakeImage(dst_info, gl_internal_format);
dst_info.size.width = scaled_width;
dst_info.size.height = scaled_height;
scale_backup = MakeImage(dst_info, gl_internal_format);
const GLuint read_fbo = runtime->rescale_read_fbo.handle;
const GLuint draw_fbo = runtime->rescale_draw_fbo.handle;
for (s32 layer = 0; layer < info.resources.layers; ++layer) {
for (s32 level = 0; level < info.resources.levels; ++level) {
const u32 src_level_width = std::max(1u, src_width >> level);
const u32 src_level_height = std::max(1u, src_height >> level);
const u32 dst_level_width = std::max(1u, dst_width >> level);
const u32 dst_level_height = std::max(1u, dst_height >> level);
const u32 src_level_width = std::max(1u, original_width >> level);
const u32 src_level_height = std::max(1u, original_height >> level);
const u32 dst_level_width = std::max(1u, scaled_width >> level);
const u32 dst_level_height = std::max(1u, scaled_height >> level);
glNamedFramebufferTextureLayer(read_fbo, attachment, texture.handle, level, layer);
glNamedFramebufferTextureLayer(draw_fbo, attachment, dst_texture.handle, level, layer);
glNamedFramebufferTextureLayer(draw_fbo, attachment, scale_backup.handle, level, layer);
glBlitNamedFramebuffer(read_fbo, draw_fbo, 0, 0, src_level_width, src_level_height, 0,
0, dst_level_width, dst_level_height, mask, filter);
glNamedFramebufferTextureLayer(read_fbo, attachment, 0, level, layer);
glNamedFramebufferTextureLayer(draw_fbo, attachment, 0, level, layer);
}
}
texture = std::move(dst_texture);
std::swap(texture, scale_backup);
return true;
}
@ -966,16 +957,32 @@ bool Image::ScaleUp() {
if (True(flags & ImageFlagBits::Rescaled)) {
return false;
}
if (!runtime->is_rescaling_on) {
return false;
}
if (gl_format == 0 && gl_type == 0) {
// compressed textures
return false;
}
if (info.type == ImageType::Linear) {
UNIMPLEMENTED();
return false;
}
flags |= ImageFlagBits::Rescaled;
return Scale(false, true);
return Scale();
}
bool Image::ScaleDown() {
if (False(flags & ImageFlagBits::Rescaled)) {
return false;
}
if (!scale_backup.handle) {
LOG_ERROR(Render_OpenGL, "Downscaling an upscaled texture that didn't backup original");
return false;
}
flags &= ~ImageFlagBits::Rescaled;
return Scale(true, false);
std::swap(texture, scale_backup);
return true;
}
ImageView::ImageView(TextureCacheRuntime& runtime, const VideoCommon::ImageViewInfo& info,

@ -203,9 +203,10 @@ private:
void CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset);
bool Scale(bool scale_src, bool scale_dst);
bool Scale();
OGLTexture texture;
OGLTexture scale_backup;
OGLTextureView store_view;
GLenum gl_internal_format = GL_NONE;
GLenum gl_format = GL_NONE;