gl_rasterizer: Use ARB_texture_storage.

It allows us to use texture views and it reduces the overhead within the GPU driver.

But it disallows us to reallocate the texture, but we don't do so anyways.

In the end, it is the new way to allocate textures, so there is no need to use the old way.
pull/8/head
Markus Wick 7 years ago
parent 1470b85af9
commit 3e973bc4c6

@ -477,30 +477,27 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
// Only pre-create the texture for non-compressed textures.
switch (params.target) {
case SurfaceParams::SurfaceTarget::Texture1D:
glTexImage1D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
rect.GetWidth(), 0, format_tuple.format, format_tuple.type, nullptr);
glTexStorage1D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
rect.GetWidth());
break;
case SurfaceParams::SurfaceTarget::Texture2D:
glTexImage2D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
rect.GetWidth(), rect.GetHeight(), 0, format_tuple.format,
format_tuple.type, nullptr);
glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
rect.GetWidth(), rect.GetHeight());
break;
case SurfaceParams::SurfaceTarget::Texture3D:
case SurfaceParams::SurfaceTarget::Texture2DArray:
glTexImage3D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
rect.GetWidth(), rect.GetHeight(), params.depth, 0, format_tuple.format,
format_tuple.type, nullptr);
glTexStorage3D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
rect.GetWidth(), rect.GetHeight(), params.depth);
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
static_cast<u32>(params.target));
UNREACHABLE();
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, rect.GetWidth(),
rect.GetHeight(), 0, format_tuple.format, format_tuple.type, nullptr);
glTexStorage2D(GL_TEXTURE_2D, 1, format_tuple.internal_format, rect.GetWidth(),
rect.GetHeight());
}
}
glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

@ -447,6 +447,8 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
unsupported_ext.append("ARB_texture_mirror_clamp_to_edge");
if (!GLAD_GL_ARB_base_instance)
unsupported_ext.append("ARB_base_instance");
if (!GLAD_GL_ARB_texture_storage)
unsupported_ext.append("ARB_texture_storage");
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc)

@ -94,6 +94,8 @@ bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
if (!GLAD_GL_ARB_base_instance)
unsupported_ext.push_back("ARB_base_instance");
if (!GLAD_GL_ARB_texture_storage)
unsupported_ext.push_back("ARB_texture_storage");
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc)

Loading…
Cancel
Save