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gl_state: Remove texture and sampler tracking

nce_cpp
ReinUsesLisp 6 years ago
parent
commit
3e8bde451d
  1. 11
      src/video_core/renderer_opengl/gl_rasterizer.cpp
  2. 3
      src/video_core/renderer_opengl/gl_resource_manager.cpp
  3. 42
      src/video_core/renderer_opengl/gl_state.cpp
  4. 7
      src/video_core/renderer_opengl/gl_state.h
  5. 5
      src/video_core/renderer_opengl/renderer_opengl.cpp

11
src/video_core/renderer_opengl/gl_rasterizer.cpp

@ -633,7 +633,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
bind_ubo_pushbuffer.Bind();
bind_ssbo_pushbuffer.Bind();
state.ApplyTextures();
state.ApplyImages();
state.ApplyShaderProgram();
state.ApplyProgramPipeline();
@ -861,20 +860,20 @@ void RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextu
const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
if (!view) {
// Can occur when texture addr is null or its memory is unmapped/invalid
state.samplers[binding] = 0;
state.textures[binding] = 0;
glBindSampler(binding, 0);
glBindTextureUnit(binding, 0);
return;
}
state.textures[binding] = view->GetTexture();
glBindTextureUnit(binding, view->GetTexture());
if (view->GetSurfaceParams().IsBuffer()) {
return;
}
state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);
// Apply swizzle to textures that are not buffers.
view->ApplySwizzle(texture.tic.x_source, texture.tic.y_source, texture.tic.z_source,
texture.tic.w_source);
glBindSampler(binding, sampler_cache.GetSampler(texture.tsc));
}
void RasterizerOpenGL::SetupDrawImages(std::size_t stage_index, const Shader& shader) {

3
src/video_core/renderer_opengl/gl_resource_manager.cpp

@ -47,7 +47,6 @@ void OGLTexture::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteTextures(1, &handle);
OpenGLState::GetCurState().UnbindTexture(handle).Apply();
handle = 0;
}
@ -65,7 +64,6 @@ void OGLTextureView::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteTextures(1, &handle);
OpenGLState::GetCurState().UnbindTexture(handle).Apply();
handle = 0;
}
@ -83,7 +81,6 @@ void OGLSampler::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteSamplers(1, &handle);
OpenGLState::GetCurState().ResetSampler(handle).Apply();
handle = 0;
}

42
src/video_core/renderer_opengl/gl_state.cpp

@ -113,28 +113,6 @@ void OpenGLState::ApplyRenderBuffer() {
}
}
void OpenGLState::ApplyTextures() {
const std::size_t size = std::size(textures);
for (std::size_t i = 0; i < size; ++i) {
if (UpdateValue(cur_state.textures[i], textures[i])) {
// BindTextureUnit doesn't support binding null textures, skip those binds.
// TODO(Rodrigo): Stop using null textures
if (textures[i] != 0) {
glBindTextureUnit(static_cast<GLuint>(i), textures[i]);
}
}
}
}
void OpenGLState::ApplySamplers() {
const std::size_t size = std::size(samplers);
for (std::size_t i = 0; i < size; ++i) {
if (UpdateValue(cur_state.samplers[i], samplers[i])) {
glBindSampler(static_cast<GLuint>(i), samplers[i]);
}
}
}
void OpenGLState::ApplyImages() {
if (const auto update = UpdateArray(cur_state.images, images)) {
glBindImageTextures(update->first, update->second, images.data() + update->first);
@ -146,30 +124,10 @@ void OpenGLState::Apply() {
ApplyFramebufferState();
ApplyShaderProgram();
ApplyProgramPipeline();
ApplyTextures();
ApplySamplers();
ApplyImages();
ApplyRenderBuffer();
}
OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
for (auto& texture : textures) {
if (texture == handle) {
texture = 0;
}
}
return *this;
}
OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
for (auto& sampler : samplers) {
if (sampler == handle) {
sampler = 0;
}
}
return *this;
}
OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
if (draw.shader_program == handle) {
draw.shader_program = 0;

7
src/video_core/renderer_opengl/gl_state.h

@ -13,10 +13,7 @@ namespace OpenGL {
class OpenGLState {
public:
static constexpr std::size_t NumSamplers = 32 * 5;
static constexpr std::size_t NumImages = 8 * 5;
std::array<GLuint, NumSamplers> textures = {};
std::array<GLuint, NumSamplers> samplers = {};
std::array<GLuint, NumImages> images = {};
struct {
@ -41,14 +38,10 @@ public:
void ApplyFramebufferState();
void ApplyShaderProgram();
void ApplyProgramPipeline();
void ApplyTextures();
void ApplySamplers();
void ApplyImages();
void ApplyRenderBuffer();
/// Resets any references to the given resource
OpenGLState& UnbindTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);

5
src/video_core/renderer_opengl/renderer_opengl.cpp

@ -566,7 +566,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
state.textures[0] = screen_info.display_texture;
state.Apply();
// TODO: Signal state tracker about these changes
@ -598,11 +597,13 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glVertexAttribBinding(TexCoordLocation, 0);
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
glBindTextureUnit(0, screen_info.display_texture);
glBindSampler(0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Restore default state
state.textures[0] = 0;
state.Apply();
}

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