mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-27 02:14:15 +01:00
gl_state: Keep track of texture target.
This commit is contained in:
parent
460ebc8187
commit
b56e5edafc
@ -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 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();
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user