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https://github.com/RPCSX/rpcsx.git
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rsx: Separate program environment state from program ucode state
- Allows for conservative texture uploads - Allows to update a program object without running full ucode analysis for no reason
This commit is contained in:
parent
15a12afe25
commit
3a0b3a85a5
10 changed files with 469 additions and 445 deletions
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@ -283,8 +283,11 @@ void GLGSRender::load_texture_env()
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surface_store_tag = m_rtts.cache_tag;
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}
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for (int i = 0; i < rsx::limits::fragment_textures_count; ++i)
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for (u32 textures_ref = current_fp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
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{
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if (!(textures_ref & 1))
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continue;
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if (!fs_sampler_state[i])
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fs_sampler_state[i] = std::make_unique<gl::texture_cache::sampled_image_descriptor>();
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@ -309,8 +312,11 @@ void GLGSRender::load_texture_env()
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}
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}
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for (int i = 0; i < rsx::limits::vertex_textures_count; ++i)
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for (u32 textures_ref = current_vp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
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{
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if (!(textures_ref & 1))
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continue;
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if (!vs_sampler_state[i])
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vs_sampler_state[i] = std::make_unique<gl::texture_cache::sampled_image_descriptor>();
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@ -341,75 +347,75 @@ void GLGSRender::bind_texture_env()
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// Bind textures and resolve external copy operations
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gl::command_context cmd{ gl_state };
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for (int i = 0; i < rsx::limits::fragment_textures_count; ++i)
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for (u32 textures_ref = current_fp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
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{
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if (current_fp_metadata.referenced_textures_mask & (1 << i))
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if (!(textures_ref & 1))
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continue;
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_SelectTexture(GL_FRAGMENT_TEXTURES_START + i);
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gl::texture_view* view = nullptr;
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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if (rsx::method_registers.fragment_textures[i].enabled() &&
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sampler_state->validate())
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{
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_SelectTexture(GL_FRAGMENT_TEXTURES_START + i);
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gl::texture_view* view = nullptr;
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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if (rsx::method_registers.fragment_textures[i].enabled() &&
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sampler_state->validate())
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if (view = sampler_state->image_handle; !view) [[unlikely]]
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{
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if (view = sampler_state->image_handle; !view) [[unlikely]]
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{
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view = m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc);
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}
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view = m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc);
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}
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}
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if (view) [[likely]]
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if (view) [[likely]]
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{
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view->bind();
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if (current_fragment_program.redirected_textures & (1 << i))
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{
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view->bind();
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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if (current_fragment_program.redirected_textures & (1 << i))
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{
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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auto root_texture = static_cast<gl::viewable_image*>(view->image());
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auto stencil_view = root_texture->get_view(0xAAE4, rsx::default_remap_vector, gl::image_aspect::stencil);
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stencil_view->bind();
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}
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auto root_texture = static_cast<gl::viewable_image*>(view->image());
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auto stencil_view = root_texture->get_view(0xAAE4, rsx::default_remap_vector, gl::image_aspect::stencil);
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stencil_view->bind();
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}
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else
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}
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else
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{
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auto target = gl::get_target(current_fragment_program.get_texture_dimension(i));
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glBindTexture(target, m_null_textures[target]->id());
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if (current_fragment_program.redirected_textures & (1 << i))
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{
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auto target = gl::get_target(current_fragment_program.get_texture_dimension(i));
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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glBindTexture(target, m_null_textures[target]->id());
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if (current_fragment_program.redirected_textures & (1 << i))
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{
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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glBindTexture(target, m_null_textures[target]->id());
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}
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}
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}
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}
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for (int i = 0; i < rsx::limits::vertex_textures_count; ++i)
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for (u32 textures_ref = current_vp_metadata.referenced_textures_mask, i = 0; textures_ref; textures_ref >>= 1, ++i)
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{
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if (current_vp_metadata.referenced_textures_mask & (1 << i))
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{
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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_SelectTexture(GL_VERTEX_TEXTURES_START + i);
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if (!(textures_ref & 1))
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continue;
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if (rsx::method_registers.vertex_textures[i].enabled() &&
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sampler_state->validate())
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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_SelectTexture(GL_VERTEX_TEXTURES_START + i);
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if (rsx::method_registers.vertex_textures[i].enabled() &&
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sampler_state->validate())
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{
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if (sampler_state->image_handle) [[likely]]
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{
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if (sampler_state->image_handle) [[likely]]
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{
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sampler_state->image_handle->bind();
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}
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else
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{
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m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc)->bind();
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}
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sampler_state->image_handle->bind();
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, GL_NONE);
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m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc)->bind();
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}
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, GL_NONE);
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}
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}
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}
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@ -584,6 +590,9 @@ void GLGSRender::emit_geometry(u32 sub_index)
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void GLGSRender::begin()
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{
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// Save shader state now before prefetch and loading happens
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m_interpreter_state = (m_graphics_state & rsx::pipeline_state::invalidate_pipeline_bits);
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rsx::thread::begin();
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if (skip_current_frame || cond_render_ctrl.disable_rendering())
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