dolphin/Source/Core/VideoBackends/OGL/SamplerCache.h
degasus 35373c5185 TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
2015-03-02 00:09:09 +01:00

76 lines
1.1 KiB
C++

#pragma once
#include <map>
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/Render.h"
namespace OGL
{
class SamplerCache : NonCopyable
{
public:
SamplerCache();
~SamplerCache();
void SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex);
void Clear();
private:
struct Params
{
union
{
struct
{
TexMode0 tm0;
TexMode1 tm1;
};
u64 hex;
};
Params()
: hex()
{}
Params(const TexMode0& _tm0, const TexMode1& _tm1)
: tm0(_tm0)
, tm1(_tm1)
{
static_assert(sizeof(Params) == 8, "Assuming I can treat this as a 64bit int.");
}
bool operator<(const Params& other) const
{
return hex < other.hex;
}
bool operator!=(const Params& other) const
{
return hex != other.hex;
}
};
struct Value
{
Value()
: sampler_id()
{}
GLuint sampler_id;
};
void SetParameters(GLuint sampler_id, const Params& params);
Value& GetEntry(const Params& params);
std::map<Params, Value> m_cache;
std::pair<Params, Value> m_active_samplers[8];
int m_last_max_anisotropy;
};
extern SamplerCache *g_sampler_cache;
}