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	OpenGL: Add support for Sampler Objects to state tracker
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					 3 changed files with 42 additions and 4 deletions
				
			
		|  | @ -37,6 +37,30 @@ public: | |||
|     GLuint handle = 0; | ||||
| }; | ||||
| 
 | ||||
| class OGLSampler : private NonCopyable { | ||||
| public: | ||||
|     OGLSampler() = default; | ||||
|     OGLSampler(OGLSampler&& o) { std::swap(handle, o.handle); } | ||||
|     ~OGLSampler() { Release(); } | ||||
|     OGLSampler& operator=(OGLSampler&& o) { std::swap(handle, o.handle); return *this; } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create() { | ||||
|         if (handle != 0) return; | ||||
|         glGenSamplers(1, &handle); | ||||
|     } | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|     void Release() { | ||||
|         if (handle == 0) return; | ||||
|         glDeleteSamplers(1, &handle); | ||||
|         OpenGLState::ResetSampler(handle); | ||||
|         handle = 0; | ||||
|     } | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
| 
 | ||||
| class OGLShader : private NonCopyable { | ||||
| public: | ||||
|     OGLShader() = default; | ||||
|  |  | |||
|  | @ -44,6 +44,7 @@ OpenGLState::OpenGLState() { | |||
| 
 | ||||
|     for (auto& texture_unit : texture_units) { | ||||
|         texture_unit.texture_2d = 0; | ||||
|         texture_unit.sampler = 0; | ||||
|     } | ||||
| 
 | ||||
|     draw.framebuffer = 0; | ||||
|  | @ -154,10 +155,13 @@ void OpenGLState::Apply() { | |||
|     } | ||||
| 
 | ||||
|     // Textures
 | ||||
|     for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) { | ||||
|         if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) { | ||||
|             glActiveTexture(GL_TEXTURE0 + texture_index); | ||||
|             glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d); | ||||
|     for (unsigned i = 0; i < ARRAY_SIZE(texture_units); ++i) { | ||||
|         if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { | ||||
|             glActiveTexture(GL_TEXTURE0 + i); | ||||
|             glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d); | ||||
|         } | ||||
|         if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { | ||||
|             glBindSampler(i, texture_units[i].sampler); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  | @ -192,6 +196,14 @@ void OpenGLState::ResetTexture(GLuint id) { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void OpenGLState::ResetSampler(GLuint id) { | ||||
|     for (auto& unit : cur_state.texture_units) { | ||||
|         if (unit.sampler == id) { | ||||
|             unit.sampler = 0; | ||||
|         } | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void OpenGLState::ResetProgram(GLuint id) { | ||||
|     if (cur_state.draw.shader_program == id) { | ||||
|         cur_state.draw.shader_program = 0; | ||||
|  |  | |||
|  | @ -57,6 +57,7 @@ public: | |||
|     // 3 texture units - one for each that is used in PICA fragment shader emulation
 | ||||
|     struct { | ||||
|         GLuint texture_2d; // GL_TEXTURE_BINDING_2D
 | ||||
|         GLuint sampler; // GL_SAMPLER_BINDING
 | ||||
|     } texture_units[3]; | ||||
| 
 | ||||
|     struct { | ||||
|  | @ -77,6 +78,7 @@ public: | |||
|     void Apply(); | ||||
| 
 | ||||
|     static void ResetTexture(GLuint id); | ||||
|     static void ResetSampler(GLuint id); | ||||
|     static void ResetProgram(GLuint id); | ||||
|     static void ResetBuffer(GLuint id); | ||||
|     static void ResetVertexArray(GLuint id); | ||||
|  |  | |||
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