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gl: Use less costly glTexStorage2D instead of glTexImage2D.
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@ -177,6 +177,8 @@ OPENGL_PROC(PFNGLCOPYIMAGESUBDATAPROC, CopyImageSubData);
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OPENGL_PROC(PFNGLDEBUGMESSAGECONTROLARBPROC, DebugMessageControlARB);
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OPENGL_PROC(PFNGLDEBUGMESSAGEINSERTARBPROC, DebugMessageInsertARB);
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OPENGL_PROC(PFNGLDEBUGMESSAGECALLBACKARBPROC, DebugMessageCallbackARB);
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OPENGL_PROC(PFNGLTEXSTORAGE2DPROC, TexStorage2D);
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//...
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#if !defined(__GNUG__) || defined(__MINGW32__)
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@ -9,30 +9,30 @@
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namespace
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{
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std::tuple<GLenum, GLenum, GLenum> get_internal_format_format_type(u32 texture_format)
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std::tuple<GLenum, GLenum, GLenum> get_sized_internal_format_format_type(u32 texture_format)
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{
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switch (texture_format)
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{
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case CELL_GCM_TEXTURE_B8: return std::make_tuple(GL_RGBA, GL_BLUE, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_A1R5G5B5: return std::make_tuple(GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV);
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case CELL_GCM_TEXTURE_A4R4G4B4: return std::make_tuple(GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4);
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case CELL_GCM_TEXTURE_R5G6B5: return std::make_tuple(GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
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case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_RGBA, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
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case CELL_GCM_TEXTURE_G8B8: return std::make_tuple(GL_RGBA, GL_RG, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_R6G5B5: return std::make_tuple(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_B8: return std::make_tuple(GL_R8, GL_RED, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_A1R5G5B5: return std::make_tuple(GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV);
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case CELL_GCM_TEXTURE_A4R4G4B4: return std::make_tuple(GL_RGBA4, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4);
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case CELL_GCM_TEXTURE_R5G6B5: return std::make_tuple(GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
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case CELL_GCM_TEXTURE_A8R8G8B8: return std::make_tuple(GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
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case CELL_GCM_TEXTURE_G8B8: return std::make_tuple(GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_R6G5B5: return std::make_tuple(GL_RGB565, GL_RGBA, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_DEPTH24_D8: return std::make_tuple(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE);
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case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_FLOAT);
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case CELL_GCM_TEXTURE_DEPTH16: return std::make_tuple(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT);
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case CELL_GCM_TEXTURE_DEPTH16_FLOAT: return std::make_tuple(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT);
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case CELL_GCM_TEXTURE_X16: return std::make_tuple(GL_RGBA, GL_RED, GL_UNSIGNED_SHORT);
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case CELL_GCM_TEXTURE_Y16_X16: return std::make_tuple(GL_RGBA, GL_RG, GL_UNSIGNED_SHORT);
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case CELL_GCM_TEXTURE_R5G5B5A1: return std::make_tuple(GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
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case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: return std::make_tuple(GL_RGBA, GL_RGBA, GL_HALF_FLOAT);
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: return std::make_tuple(GL_RGBA, GL_RGBA, GL_FLOAT);
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case CELL_GCM_TEXTURE_X32_FLOAT: return std::make_tuple(GL_RGBA, GL_RED, GL_FLOAT);
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case CELL_GCM_TEXTURE_D1R5G5B5: return std::make_tuple(GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV);
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case CELL_GCM_TEXTURE_D8R8G8B8: return std::make_tuple(GL_RGBA, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT: return std::make_tuple(GL_RGBA, GL_RG, GL_HALF_FLOAT);
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case CELL_GCM_TEXTURE_X16: return std::make_tuple(GL_R16, GL_RED, GL_UNSIGNED_SHORT);
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case CELL_GCM_TEXTURE_Y16_X16: return std::make_tuple(GL_RG16, GL_RG, GL_UNSIGNED_SHORT);
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case CELL_GCM_TEXTURE_R5G5B5A1: return std::make_tuple(GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
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case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT: return std::make_tuple(GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
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case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT: return std::make_tuple(GL_RGBA32F, GL_RGBA, GL_FLOAT);
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case CELL_GCM_TEXTURE_X32_FLOAT: return std::make_tuple(GL_R32F, GL_RED, GL_FLOAT);
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case CELL_GCM_TEXTURE_D1R5G5B5: return std::make_tuple(GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV);
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case CELL_GCM_TEXTURE_D8R8G8B8: return std::make_tuple(GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8);
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case CELL_GCM_TEXTURE_Y16_X16_FLOAT: return std::make_tuple(GL_RG16F, GL_RG, GL_HALF_FLOAT);
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}
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throw EXCEPTION("Compressed or unknown texture format %x", texture_format);
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}
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@ -92,7 +92,7 @@ namespace
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// NOTE: This must be in ARGB order in all forms below.
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switch (texture_format)
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{
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case CELL_GCM_TEXTURE_B8: return{ GL_BLUE, GL_BLUE, GL_BLUE, GL_BLUE };
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case CELL_GCM_TEXTURE_B8: return{ GL_RED, GL_RED, GL_RED, GL_RED };
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case CELL_GCM_TEXTURE_A4R4G4B4: return { GL_BLUE, GL_ALPHA, GL_RED, GL_GREEN };
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case CELL_GCM_TEXTURE_G8B8: return { GL_RED, GL_GREEN, GL_RED, GL_GREEN };
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case CELL_GCM_TEXTURE_X16: return { GL_RED, GL_ONE, GL_RED, GL_ONE };
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@ -309,10 +309,11 @@ namespace rsx
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if (!is_compressed_format(format))
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{
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const auto &sized_internal_format_format_type = get_sized_internal_format_format_type(format);
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glTexStorage2D(m_target, tex.mipmap(), std::get<0>(sized_internal_format_format_type), tex.width(), tex.height());
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if (requires_unpack_byte(format))
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
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const auto &internal_format_format_type = get_internal_format_format_type(format);
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glTexImage2D(m_target, 0, std::get<0>(internal_format_format_type), tex.width(), tex.height(), 0, std::get<1>(internal_format_format_type), std::get<2>(internal_format_format_type), texture_data);
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glTexSubImage2D(m_target, 0, 0, 0, tex.width(), tex.height(), std::get<1>(sized_internal_format_format_type), std::get<2>(sized_internal_format_format_type), texture_data);
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if (requires_unpack_byte(format))
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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}
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