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GLCache: Support uploading compressed textures to the GPU.

Compressed texture formats like DXT1, DXT2, DXT3, etc will use this to ease the load on the CPU.
This commit is contained in:
Subv 2018-03-26 21:49:05 -05:00 committed by James Rowe
parent 73eaef9c05
commit 65ea52394b

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@ -134,8 +134,11 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
cur_state.Apply(); cur_state.Apply();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0, if (!format_tuple.compressed) {
format_tuple.format, format_tuple.type, nullptr); // Only pre-create the texture for non-compressed textures.
glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
format_tuple.format, format_tuple.type, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -565,9 +568,18 @@ void CachedSurface::UploadGLTexture(const MathUtil::Rectangle<u32>& rect, GLuint
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride)); glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast<GLsizei>(rect.GetWidth()), if (tuple.compressed) {
static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type, glCompressedTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format,
&gl_buffer[buffer_offset]); static_cast<GLsizei>(rect.GetWidth()),
static_cast<GLsizei>(rect.GetHeight()), 0,
rect.GetWidth() * rect.GetHeight() *
GetGLBytesPerPixel(pixel_format) / tuple.compression_factor,
&gl_buffer[buffer_offset]);
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast<GLsizei>(rect.GetWidth()),
static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
&gl_buffer[buffer_offset]);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);