gl_rasterizer: Use ARB_texture_storage.
It allows us to use texture views and it reduces the overhead within the GPU driver. But it disallows us to reallocate the texture, but we don't do so anyways. In the end, it is the new way to allocate textures, so there is no need to use the old way.
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@ -477,30 +477,27 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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// Only pre-create the texture for non-compressed textures.
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switch (params.target) {
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case SurfaceParams::SurfaceTarget::Texture1D:
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glTexImage1D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage1D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth());
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break;
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case SurfaceParams::SurfaceTarget::Texture2D:
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glTexImage2D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage2D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight());
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break;
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case SurfaceParams::SurfaceTarget::Texture3D:
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case SurfaceParams::SurfaceTarget::Texture2DArray:
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glTexImage3D(SurfaceTargetToGL(params.target), 0, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth, 0, format_tuple.format,
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format_tuple.type, nullptr);
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glTexStorage3D(SurfaceTargetToGL(params.target), 1, format_tuple.internal_format,
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rect.GetWidth(), rect.GetHeight(), params.depth);
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break;
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default:
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LOG_CRITICAL(Render_OpenGL, "Unimplemented surface target={}",
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static_cast<u32>(params.target));
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UNREACHABLE();
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight(), 0, format_tuple.format, format_tuple.type, nullptr);
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glTexStorage2D(GL_TEXTURE_2D, 1, format_tuple.internal_format, rect.GetWidth(),
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rect.GetHeight());
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}
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}
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(SurfaceTargetToGL(params.target), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -447,6 +447,8 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
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unsupported_ext.append("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_base_instance)
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unsupported_ext.append("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.append("ARB_texture_storage");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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@ -94,6 +94,8 @@ bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_base_instance)
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unsupported_ext.push_back("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.push_back("ARB_texture_storage");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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