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gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
This avoids using Nvidia's ASTC decoder on OpenGL. The last time it was profiled, it was slower than yuzu's decoder. While we are at it, fix a bug in the texture cache when native ASTC is not supported.
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@ -133,6 +133,7 @@ std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindin
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}
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bool IsASTCSupported() {
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static constexpr std::array targets = {GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY};
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static constexpr std::array formats = {
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GL_COMPRESSED_RGBA_ASTC_4x4_KHR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR,
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GL_COMPRESSED_RGBA_ASTC_5x5_KHR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR,
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@ -149,12 +150,23 @@ bool IsASTCSupported() {
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GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR,
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GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR,
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};
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return std::find_if_not(formats.begin(), formats.end(), [](GLenum format) {
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GLint supported;
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glGetInternalformativ(GL_TEXTURE_2D, format, GL_INTERNALFORMAT_SUPPORTED, 1,
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&supported);
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return supported == GL_TRUE;
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}) == formats.end();
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static constexpr std::array required_support = {
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GL_VERTEX_TEXTURE, GL_TESS_CONTROL_TEXTURE, GL_TESS_EVALUATION_TEXTURE,
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GL_GEOMETRY_TEXTURE, GL_FRAGMENT_TEXTURE, GL_COMPUTE_TEXTURE,
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};
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for (const GLenum target : targets) {
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for (const GLenum format : formats) {
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for (const GLenum support : required_support) {
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GLint value;
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glGetInternalformativ(GL_TEXTURE_2D, format, support, 1, &value);
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if (value != GL_FULL_SUPPORT) {
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return false;
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}
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}
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}
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}
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return true;
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}
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} // Anonymous namespace
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@ -404,8 +404,7 @@ View CachedSurface::CreateViewInner(const ViewParams& view_key, const bool is_pr
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CachedSurfaceView::CachedSurfaceView(CachedSurface& surface, const ViewParams& params,
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bool is_proxy)
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: VideoCommon::ViewBase(params), surface{surface},
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format{GetFormatTuple(surface.GetSurfaceParams().pixel_format).internal_format},
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: VideoCommon::ViewBase(params), surface{surface}, format{surface.internal_format},
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target{GetTextureTarget(params.target)}, is_proxy{is_proxy} {
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if (!is_proxy) {
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main_view = CreateTextureView();
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