OpenGL: Remove redundant texture.enable_2d field from OpenGLState

All uses of this field where it's false can just set the texture id to 0
instead.
master
Yuri Kunde Schlesner 2015-08-05 22:55:22 +07:00
parent b6c241d667
commit ff68db61bc
4 changed files with 3 additions and 26 deletions

@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() {
fb_color_texture.texture.Create(); fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1); ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply(); state.Apply();
@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() {
fb_depth_texture.texture.Create(); fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply(); state.Apply();
@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
break; break;
} }
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle; state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply(); state.Apply();
@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
break; break;
} }
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.texture.handle; state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply(); state.Apply();
@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() {
const auto& texture = pica_textures[texture_index]; const auto& texture = pica_textures[texture_index];
if (texture.enabled) { if (texture.enabled) {
state.texture_units[texture_index].enabled_2d = true;
res_cache.LoadAndBindTexture(state, texture_index, texture); res_cache.LoadAndBindTexture(state, texture_index, texture);
} else { } else {
state.texture_units[texture_index].enabled_2d = false; state.texture_units[texture_index].texture_2d = 0;
} }
} }
@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() {
} }
} }
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply(); state.Apply();
@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
} }
} }
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply(); state.Apply();
@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() {
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_color_texture.texture.handle; state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply(); state.Apply();
@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() {
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply(); state.Apply();

@ -40,7 +40,6 @@ OpenGLState::OpenGLState() {
logic_op = GL_COPY; logic_op = GL_COPY;
for (auto& texture_unit : texture_units) { for (auto& texture_unit : texture_units) {
texture_unit.enabled_2d = false;
texture_unit.texture_2d = 0; texture_unit.texture_2d = 0;
} }
@ -147,16 +146,9 @@ void OpenGLState::Apply() {
// Textures // Textures
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) { for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d || if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
glActiveTexture(GL_TEXTURE0 + texture_index); glActiveTexture(GL_TEXTURE0 + texture_index);
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
if (texture_units[texture_index].enabled_2d) {
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
} }
} }

@ -53,7 +53,6 @@ public:
// 3 texture units - one for each that is used in PICA fragment shader emulation // 3 texture units - one for each that is used in PICA fragment shader emulation
struct { struct {
bool enabled_2d; // GL_TEXTURE_2D
GLuint texture_2d; // GL_TEXTURE_BINDING_2D GLuint texture_2d; // GL_TEXTURE_BINDING_2D
} texture_units[3]; } texture_units[3];

@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// only allows rows to have a memory alignement of 4. // only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0); ASSERT(pixel_stride % 4 == 0);
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle; state.texture_units[0].texture_2d = texture.handle;
state.Apply(); state.Apply();
@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
*/ */
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) { const TextureInfo& texture) {
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle; state.texture_units[0].texture_2d = texture.handle;
state.Apply(); state.Apply();
@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
// Allocation of storage is deferred until the first frame, when we // Allocation of storage is deferred until the first frame, when we
// know the framebuffer size. // know the framebuffer size.
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle; state.texture_units[0].texture_2d = texture.handle;
state.Apply(); state.Apply();
@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED(); UNIMPLEMENTED();
} }
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle; state.texture_units[0].texture_2d = texture.handle;
state.Apply(); state.Apply();
@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
ScreenRectVertex(x+w, y+h, 0.f, 1.f), ScreenRectVertex(x+w, y+h, 0.f, 1.f),
}; };
state.texture_units[0].enabled_2d = true;
state.texture_units[0].texture_2d = texture.handle; state.texture_units[0].texture_2d = texture.handle;
state.Apply(); state.Apply();