// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/SamplerCache.h" #include #include "Common/CommonTypes.h" #include "Common/GL/GLInterfaceBase.h" #include "VideoCommon/SamplerCommon.h" #include "VideoCommon/VideoConfig.h" namespace OGL { std::unique_ptr g_sampler_cache; SamplerCache::SamplerCache() : m_last_max_anisotropy() { glGenSamplers(2, m_sampler_id); glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST); glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(m_sampler_id[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR); glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR); glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(m_sampler_id[1], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } SamplerCache::~SamplerCache() { Clear(); glDeleteSamplers(2, m_sampler_id); } void SamplerCache::BindNearestSampler(int stage) { glBindSampler(stage, m_sampler_id[0]); } void SamplerCache::BindLinearSampler(int stage) { glBindSampler(stage, m_sampler_id[1]); } void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex) { // TODO: can this go somewhere else? if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy) { m_last_max_anisotropy = g_ActiveConfig.iMaxAnisotropy; Clear(); } Params params(tm0, tm1); // take equivalent forced linear when bForceFiltering if (g_ActiveConfig.bForceFiltering) { params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4; params.tm0.mag_filter = 1; } // custom textures may have higher resolution, so disable the max_lod if (custom_tex) { params.tm1.max_lod = 255; } // TODO: Should keep a circular buffer for each stage of recently used samplers. auto& active_sampler = m_active_samplers[stage]; if (active_sampler.first != params || !active_sampler.second.sampler_id) { // Active sampler does not match parameters (or is invalid), bind the proper one. active_sampler.first = params; active_sampler.second = GetEntry(params); glBindSampler(stage, active_sampler.second.sampler_id); } } SamplerCache::Value& SamplerCache::GetEntry(const Params& params) { auto& val = m_cache[params]; if (!val.sampler_id) { // Sampler not found in cache, create it. glGenSamplers(1, &val.sampler_id); SetParameters(val.sampler_id, params); // TODO: Maybe kill old samplers if the cache gets huge. It doesn't seem to get huge though. // ERROR_LOG(VIDEO, "Sampler cache size is now %ld.", m_cache.size()); } return val; } void SamplerCache::SetParameters(GLuint sampler_id, const Params& params) { static const GLint min_filters[8] = { GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, }; static const GLint wrap_settings[4] = { GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT, GL_REPEAT, }; auto& tm0 = params.tm0; auto& tm1 = params.tm1; glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S, wrap_settings[tm0.wrap_s]); glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T, wrap_settings[tm0.wrap_t]); glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, tm1.min_lod / 16.f); glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, tm1.max_lod / 16.f); if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, (s32)tm0.lod_bias / 32.f); GLint min_filter = min_filters[tm0.min_filter]; GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST; if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso && !SamplerCommon::IsBpTexMode0PointFiltering(tm0)) { // https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt // For predictable results on all hardware/drivers, only use one of: // GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear]) // GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear]) // Letting the game set other combinations will have varying arbitrary results; // possibly being interpreted as equal to bilinear/trilinear, implicitly // disabling anisotropy, or changing the anisotropic algorithm employed. min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; mag_filter = GL_LINEAR; glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy)); } glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter); glSamplerParameteri(sampler_id, GL_TEXTURE_MAG_FILTER, mag_filter); } void SamplerCache::Clear() { for (auto& p : m_cache) { glDeleteSamplers(1, &p.second.sampler_id); } m_cache.clear(); } }