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gl_state: Use DSA and multi bind to update texture bindings

This commit is contained in:
ReinUsesLisp 2019-01-06 22:36:51 -03:00
parent 4b676e7786
commit 3bbaa98c78

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@ -462,24 +462,38 @@ void OpenGLState::ApplyPolygonOffset() const {
}
void OpenGLState::ApplyTextures() const {
bool has_delta{};
std::size_t first{}, last{};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures;
for (std::size_t i = 0; i < std::size(texture_units); ++i) {
const auto& texture_unit = texture_units[i];
const auto& cur_state_texture_unit = cur_state.texture_units[i];
textures[i] = texture_unit.texture;
if (texture_unit.texture != cur_state_texture_unit.texture) {
glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
glBindTexture(texture_unit.target, texture_unit.texture);
if (textures[i] != cur_state_texture_unit.texture) {
if (!has_delta) {
first = i;
has_delta = true;
}
last = i;
}
// Update the texture swizzle
if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
if (textures[i] != 0 && (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a)) {
std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
texture_unit.swizzle.b, texture_unit.swizzle.a};
glTexParameteriv(texture_unit.target, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
glTextureParameteriv(texture_unit.texture, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
}
}
if (has_delta) {
glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
textures.data());
}
}
void OpenGLState::ApplySamplers() const {