OGL: Use native compressed textures on supported drivers

This commit is contained in:
Stenzek 2017-04-16 20:34:02 +10:00
parent 12bde06dc3
commit f5d95dcc86
2 changed files with 84 additions and 7 deletions

View file

@ -462,6 +462,8 @@ Renderer::Renderer()
g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic");
g_Config.backend_info.bSupportsComputeShaders = GLExtensions::Supports("GL_ARB_compute_shader");
g_Config.backend_info.bSupportsST3CTextures =
GLExtensions::Supports("GL_EXT_texture_compression_s3tc");
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{

View file

@ -11,6 +11,7 @@
#include <memory>
#include <vector>
#include "Common/Assert.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
@ -87,6 +88,53 @@ bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtua
return TextureToPng(data.data(), width * 4, filename, width, height, true);
}
static bool IsCompressedTextureFormat(HostTextureFormat format)
{
return format >= HostTextureFormat::DXT1 && format <= HostTextureFormat::DXT5;
}
static GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage)
{
switch (format)
{
case HostTextureFormat::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case HostTextureFormat::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case HostTextureFormat::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case HostTextureFormat::RGBA8:
default:
return storage ? GL_RGBA8 : GL_RGBA;
}
}
static GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
{
switch (format)
{
case HostTextureFormat::RGBA8:
return GL_RGBA;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
static GLenum GetGLTypeForTextureFormat(HostTextureFormat format)
{
switch (format)
{
case HostTextureFormat::RGBA8:
return GL_UNSIGNED_BYTE;
// Compressed texture formats don't use this parameter.
default:
return GL_UNSIGNED_BYTE;
}
}
TextureCache::TCacheEntry::~TCacheEntry()
{
if (texture)
@ -129,6 +177,11 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
{
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
// framebuffer, and saving that). TextureCache does not call Save for custom textures
// anyway, so this is fine for now.
_assert_(config.format == HostTextureFormat::RGBA8);
return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, texture, config.width, config.height, level);
}
@ -143,12 +196,15 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntryConf
if (g_ogl_config.bSupportsTextureStorage)
{
glTexStorage3D(GL_TEXTURE_2D_ARRAY, config.levels, GL_RGBA8, config.width, config.height,
config.layers);
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, true);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, config.levels, gl_internal_format, config.width,
config.height, config.layers);
}
if (config.rendertarget)
{
// We can't render to compressed formats.
_assert_(!IsCompressedTextureFormat(config.format));
if (!g_ogl_config.bSupportsTextureStorage)
{
for (u32 level = 0; level < config.levels; level++)
@ -219,15 +275,34 @@ void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_l
if (row_length != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
if (g_ogl_config.bSupportsTextureStorage)
GLenum gl_internal_format = GetGLInternalFormatForTextureFormat(config.format, false);
if (IsCompressedTextureFormat(config.format))
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, GL_RGBA,
GL_UNSIGNED_BYTE, buffer);
if (g_ogl_config.bSupportsTextureStorage)
{
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1,
gl_internal_format, static_cast<GLsizei>(buffer_size), buffer);
}
else
{
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0,
static_cast<GLsizei>(buffer_size), buffer);
}
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, GL_RGBA, width, height, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, buffer);
GLenum gl_format = GetGLFormatForTextureFormat(config.format);
GLenum gl_type = GetGLTypeForTextureFormat(config.format);
if (g_ogl_config.bSupportsTextureStorage)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, width, height, 1, gl_format, gl_type,
buffer);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, level, gl_internal_format, width, height, 1, 0, gl_format,
gl_type, buffer);
}
}
if (row_length != width)