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Merge pull request #5921 from ameerj/srgb-views

gl_texture_cache: Lazily create non-sRGB texture views for sRGB formats
This commit is contained in:
Rodrigo Locatti 2021-02-13 16:51:53 -03:00 committed by GitHub
commit 95722823b9
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 41 additions and 7 deletions

View file

@ -763,6 +763,37 @@ void Image::DownloadMemory(ImageBufferMap& map,
} }
} }
GLuint Image::StorageHandle() noexcept {
switch (info.format) {
case PixelFormat::A8B8G8R8_SRGB:
case PixelFormat::B8G8R8A8_SRGB:
case PixelFormat::BC1_RGBA_SRGB:
case PixelFormat::BC2_SRGB:
case PixelFormat::BC3_SRGB:
case PixelFormat::BC7_SRGB:
case PixelFormat::ASTC_2D_4X4_SRGB:
case PixelFormat::ASTC_2D_8X8_SRGB:
case PixelFormat::ASTC_2D_8X5_SRGB:
case PixelFormat::ASTC_2D_5X4_SRGB:
case PixelFormat::ASTC_2D_5X5_SRGB:
case PixelFormat::ASTC_2D_10X8_SRGB:
case PixelFormat::ASTC_2D_6X6_SRGB:
case PixelFormat::ASTC_2D_10X10_SRGB:
case PixelFormat::ASTC_2D_12X12_SRGB:
case PixelFormat::ASTC_2D_8X6_SRGB:
case PixelFormat::ASTC_2D_6X5_SRGB:
if (store_view.handle != 0) {
return store_view.handle;
}
store_view.Create();
glTextureView(store_view.handle, ImageTarget(info), texture.handle, GL_RGBA8, 0,
info.resources.levels, 0, info.resources.layers);
return store_view.handle;
default:
return texture.handle;
}
}
void Image::CopyBufferToImage(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset) { void Image::CopyBufferToImage(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset) {
// Compressed formats don't have a pixel format or type // Compressed formats don't have a pixel format or type
const bool is_compressed = gl_format == GL_NONE; const bool is_compressed = gl_format == GL_NONE;

View file

@ -145,6 +145,8 @@ public:
void DownloadMemory(ImageBufferMap& map, std::span<const VideoCommon::BufferImageCopy> copies); void DownloadMemory(ImageBufferMap& map, std::span<const VideoCommon::BufferImageCopy> copies);
GLuint StorageHandle() noexcept;
GLuint Handle() const noexcept { GLuint Handle() const noexcept {
return texture.handle; return texture.handle;
} }
@ -155,8 +157,8 @@ private:
void CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset); void CopyImageToBuffer(const VideoCommon::BufferImageCopy& copy, size_t buffer_offset);
OGLTexture texture; OGLTexture texture;
OGLTextureView store_view;
OGLBuffer buffer; OGLBuffer buffer;
OGLTextureView store_view;
GLenum gl_internal_format = GL_NONE; GLenum gl_internal_format = GL_NONE;
GLenum gl_format = GL_NONE; GLenum gl_format = GL_NONE;
GLenum gl_type = GL_NONE; GLenum gl_type = GL_NONE;

View file

@ -93,7 +93,7 @@ void UtilShaders::BlockLinearUpload2D(Image& image, const ImageBufferMap& map,
glUniform1ui(7, params.block_height_mask); glUniform1ui(7, params.block_height_mask);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset, glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset,
image.guest_size_bytes - swizzle.buffer_offset); image.guest_size_bytes - swizzle.buffer_offset);
glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_TRUE, 0,
GL_WRITE_ONLY, store_format); GL_WRITE_ONLY, store_format);
glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers); glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers);
} }
@ -134,7 +134,7 @@ void UtilShaders::BlockLinearUpload3D(Image& image, const ImageBufferMap& map,
glUniform1ui(9, params.block_depth_mask); glUniform1ui(9, params.block_depth_mask);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset, glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.buffer, input_offset,
image.guest_size_bytes - swizzle.buffer_offset); image.guest_size_bytes - swizzle.buffer_offset);
glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), swizzle.level, GL_TRUE, 0,
GL_WRITE_ONLY, store_format); GL_WRITE_ONLY, store_format);
glDispatchCompute(num_dispatches_x, num_dispatches_y, num_dispatches_z); glDispatchCompute(num_dispatches_x, num_dispatches_y, num_dispatches_z);
} }
@ -164,7 +164,8 @@ void UtilShaders::PitchUpload(Image& image, const ImageBufferMap& map,
glUniform2i(LOC_DESTINATION, 0, 0); glUniform2i(LOC_DESTINATION, 0, 0);
glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block); glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block);
glUniform1ui(LOC_PITCH, pitch); glUniform1ui(LOC_PITCH, pitch);
glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), 0, GL_FALSE, 0, GL_WRITE_ONLY, format); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.StorageHandle(), 0, GL_FALSE, 0, GL_WRITE_ONLY,
format);
for (const SwizzleParameters& swizzle : swizzles) { for (const SwizzleParameters& swizzle : swizzles) {
const Extent3D num_tiles = swizzle.num_tiles; const Extent3D num_tiles = swizzle.num_tiles;
const size_t input_offset = swizzle.buffer_offset + map.offset; const size_t input_offset = swizzle.buffer_offset + map.offset;
@ -195,9 +196,9 @@ void UtilShaders::CopyBC4(Image& dst_image, Image& src_image, std::span<const Im
glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z); glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z);
glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z); glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z);
glBindImageTexture(BINDING_INPUT_IMAGE, src_image.Handle(), copy.src_subresource.base_level, glBindImageTexture(BINDING_INPUT_IMAGE, src_image.StorageHandle(),
GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI); copy.src_subresource.base_level, GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI);
glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.Handle(), glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.StorageHandle(),
copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI); copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI);
glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth); glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth);
} }