gl: Despaghettify texture handling

This commit is contained in:
kd-11 2026-02-22 17:02:15 +03:00 committed by kd-11
parent 7c8b915ba1
commit 9e7268ed6d

View file

@ -299,95 +299,114 @@ void GLGSRender::load_texture_env()
for (u32 textures_ref = current_fp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
{
if (!(textures_ref & 1))
{
continue;
}
if (!fs_sampler_state[i])
{
fs_sampler_state[i] = std::make_unique<gl::texture_cache::sampled_image_descriptor>();
}
auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
const auto& tex = rsx::method_registers.fragment_textures[i];
const auto previous_format_class = sampler_state->format_class;
if (m_samplers_dirty || m_textures_dirty[i] || m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
if (!m_samplers_dirty &&
!m_textures_dirty[i] &&
!m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
{
if (tex.enabled())
{
*sampler_state = m_gl_texture_cache.upload_texture(cmd, tex, m_rtts);
continue;
}
if (sampler_state->validate())
{
sampler_state->format_ex = tex.format_ex();
const bool is_sampler_dirty = m_textures_dirty[i];
m_textures_dirty[i] = false;
if (m_textures_dirty[i])
{
m_fs_sampler_states[i].apply(tex, fs_sampler_state[i].get());
}
else if (sampler_state->format_class != previous_format_class)
{
m_graphics_state |= rsx::fragment_program_state_dirty;
}
if (!tex.enabled())
{
*sampler_state = {};
continue;
}
const auto texture_format = sampler_state->format_ex.format();
// Depth format redirected to BGRA8 resample stage. Do not filter to avoid bits leaking.
// If accurate graphics are desired, force a bitcast to COLOR as a workaround.
const bool is_depth_reconstructed = sampler_state->format_class != rsx::classify_format(texture_format) &&
(texture_format == CELL_GCM_TEXTURE_A8R8G8B8 || texture_format == CELL_GCM_TEXTURE_D8R8G8B8);
// SNORM conversion required in shader. Do not interpolate to avoid introducing discontinuities due to how negative numbers work
const bool is_snorm = (sampler_state->format_ex.texel_remap_control & rsx::texture_control_bits::SEXT_MASK) != 0;
*sampler_state = m_gl_texture_cache.upload_texture(cmd, tex, m_rtts);
if (!sampler_state->validate())
{
continue;
}
if (is_depth_reconstructed || is_snorm)
{
// Depth format redirected to BGRA8 resample stage. Do not filter to avoid bits leaking.
m_fs_sampler_states[i].set_parameteri(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
m_fs_sampler_states[i].set_parameteri(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
}
else
{
*sampler_state = {};
}
sampler_state->format_ex = tex.format_ex();
m_textures_dirty[i] = false;
if (is_sampler_dirty)
{
m_fs_sampler_states[i].apply(tex, fs_sampler_state[i].get());
}
else if (sampler_state->format_class != previous_format_class)
{
m_graphics_state |= rsx::fragment_program_state_dirty;
}
const auto texture_format = sampler_state->format_ex.format();
// Depth format redirected to BGRA8 resample stage. Do not filter to avoid bits leaking.
// If accurate graphics are desired, force a bitcast to COLOR as a workaround.
const bool is_depth_reconstructed = sampler_state->format_class != rsx::classify_format(texture_format) &&
(texture_format == CELL_GCM_TEXTURE_A8R8G8B8 || texture_format == CELL_GCM_TEXTURE_D8R8G8B8);
// SNORM conversion required in shader. Do not interpolate to avoid introducing discontinuities due to how negative numbers work
const bool is_snorm = (sampler_state->format_ex.texel_remap_control & rsx::texture_control_bits::SEXT_MASK) != 0;
if (is_depth_reconstructed || is_snorm)
{
// Depth format redirected to BGRA8 resample stage. Do not filter to avoid bits leaking.
m_fs_sampler_states[i].set_parameteri(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
m_fs_sampler_states[i].set_parameteri(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
for (u32 textures_ref = current_vp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
{
if (!(textures_ref & 1))
{
continue;
}
if (!vs_sampler_state[i])
{
vs_sampler_state[i] = std::make_unique<gl::texture_cache::sampled_image_descriptor>();
}
auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
const auto& tex = rsx::method_registers.vertex_textures[i];
const auto previous_format_class = sampler_state->format_class;
if (m_samplers_dirty || m_vertex_textures_dirty[i] || m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
if (!m_samplers_dirty &&
!m_vertex_textures_dirty[i] &&
!m_gl_texture_cache.test_if_descriptor_expired(cmd, m_rtts, sampler_state, tex))
{
if (rsx::method_registers.vertex_textures[i].enabled())
{
*sampler_state = m_gl_texture_cache.upload_texture(cmd, rsx::method_registers.vertex_textures[i], m_rtts);
continue;
}
if (sampler_state->validate())
{
if (m_vertex_textures_dirty[i])
{
m_vs_sampler_states[i].apply(tex, vs_sampler_state[i].get());
}
else if (sampler_state->format_class != previous_format_class)
{
m_graphics_state |= rsx::vertex_program_state_dirty;
}
}
}
else
{
*sampler_state = {};
}
const bool is_sampler_dirty = m_vertex_textures_dirty[i];
m_vertex_textures_dirty[i] = false;
m_vertex_textures_dirty[i] = false;
if (!tex.enabled())
{
*sampler_state = {};
continue;
}
*sampler_state = m_gl_texture_cache.upload_texture(cmd, rsx::method_registers.vertex_textures[i], m_rtts);
if (!sampler_state->validate())
{
continue;
}
if (m_vertex_textures_dirty[i])
{
m_vs_sampler_states[i].apply(tex, vs_sampler_state[i].get());
}
else if (sampler_state->format_class != previous_format_class)
{
m_graphics_state |= rsx::vertex_program_state_dirty;
}
}
@ -402,7 +421,9 @@ void GLGSRender::bind_texture_env()
for (u32 textures_ref = current_fp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
{
if (!(textures_ref & 1))
{
continue;
}
gl::texture_view* view = nullptr;
auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
@ -442,22 +463,26 @@ void GLGSRender::bind_texture_env()
for (u32 textures_ref = current_vp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
{
if (!(textures_ref & 1))
{
continue;
}
auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
gl::texture_view* view = nullptr;
if (rsx::method_registers.vertex_textures[i].enabled() &&
sampler_state->validate())
{
if (sampler_state->image_handle) [[likely]]
if (view = sampler_state->image_handle; !view)
{
sampler_state->image_handle->bind(cmd, GL_VERTEX_TEXTURES_START + i);
}
else
{
m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc)->bind(cmd, GL_VERTEX_TEXTURES_START + i);
view = m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc);
}
}
if (view) [[likely]]
{
view->bind(cmd, GL_VERTEX_TEXTURES_START + i);
}
else
{
cmd->bind_texture(GL_VERTEX_TEXTURES_START + i, GL_TEXTURE_2D, GL_NONE);