Considerably reduce GL_Bind

This commit is contained in:
Steam Deck User 2023-03-15 19:21:54 -04:00
parent fc8790e1d0
commit 9827c6667b
2 changed files with 22 additions and 58 deletions

View file

@ -109,6 +109,8 @@ void VID_InitPaleteLM()
}
}
qboolean last_palette_wasnt_tx;
void VID_SetPaletteLM()
{
// Upload the palette.
@ -116,6 +118,7 @@ void VID_SetPaletteLM()
sceKernelDcacheWritebackRange(d_8to24tableLM, sizeof(d_8to24tableLM));
sceGuClutLoad(palette_size / 8, d_8to24tableLM);
reloaded_pallete = 1;
last_palette_wasnt_tx = qtrue;
}
void VID_SetPaletteTX()
@ -125,12 +128,14 @@ void VID_SetPaletteTX()
sceKernelDcacheWritebackRange(d_8to24table, sizeof(d_8to24table));
sceGuClutLoad(palette_size / 8, d_8to24table);
reloaded_pallete = 1;
last_palette_wasnt_tx = qfalse;
}
void VID_SetPalette4(unsigned char* clut4pal) {
sceGuClutMode(GU_PSM_8888, 0, 0xFF, 0);
sceKernelDcacheWritebackRange(clut4pal, sizeof(clut4pal));
sceGuClutLoad(2, clut4pal);
last_palette_wasnt_tx = qtrue;
}
void VID_SetPalette(unsigned char* palette)
@ -153,6 +158,7 @@ void VID_SetPalette(unsigned char* palette)
sceKernelDcacheWritebackRange(d_8to24table, sizeof(d_8to24table));
sceGuClutLoad(palette_size / 8, d_8to24table);
reloaded_pallete = 1;
last_palette_wasnt_tx = qtrue;
}
void VID_ShiftPalette(unsigned char* palette)

View file

@ -189,6 +189,7 @@ void GL_Copy(int texture_index, int dx, int dy, int sx, int sy, int w, int h)
void VID_SetPaletteTX();
extern qboolean last_palette_wasnt_tx;
void GL_Bind (int texture_index)
{
// Binding the currently bound texture?
@ -204,71 +205,28 @@ void GL_Bind (int texture_index)
// Which texture is it?
const gltexture_t& texture = gltextures[texture_index];
// Set the palette (for CLUT4)
if (texture.format == GU_PSM_T4) {
VID_SetPalette4(texture.palette);
vid_palmode = GU_PSM_T4;
sceGuTexMode(texture.format, 0, 0, GU_TRUE);
if (r_retro.value)
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
else
sceGuTexFilter(texture.filter, texture.filter);
const void* const texture_memory = texture.vram ? texture.vram : texture.ram;
sceGuTexImage(0, texture.width, texture.height, texture.width, texture_memory);
} else {
if(texture.palette_active == qtrue)
{
// Used for wad3 textures with their own palette
// Upload the palette.
sceGuClutMode(GU_PSM_8888, 0, 255, 0);
sceKernelDcacheWritebackRange(texture.palette_2, 256);
sceGuClutLoad(256 /8 , texture.palette_2);
reloaded_pallete = 0;
} else {
// Used for wad2 textures
// HACK HACK HACK: avoid setting this all the time
if (last_palette_wasnt_tx == qtrue)
VID_SetPaletteTX();
vid_palmode = GU_PSM_T8;
}
// Set the texture mode.
sceGuTexMode(texture.format, texture.mipmaps , 0, texture.swizzle);
if (r_retro.value) {
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
} else {
if (texture.mipmaps > 0 && r_mipmaps.value > 0) {
//Con_Printf("asd\n");
float slope = 0.4f;
sceGuTexSlope(slope); // the near from 0 slope is the lower (=best detailed) mipmap it uses
sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_LINEAR_MIPMAP_LINEAR);
sceGuTexLevelMode(int(r_mipmaps_func.value), r_mipmaps_bias.value);
} else {
sceGuTexFilter(texture.filter, texture.filter);
}
}
// Set the texture image.
const void* const texture_memory = texture.vram ? texture.vram : texture.ram;
sceGuTexImage(0, texture.width, texture.height, texture.width, texture_memory);
if (texture.mipmaps > 0 && r_mipmaps.value > 0) {
int size = (texture.width * texture.height);
int offset = size;
int div = 2;
for (int i = 1; i <= texture.mipmaps; i++) {
void* const texture_memory2 = ((byte*)texture_memory) + offset;
sceGuTexImage(i, texture.width / div, texture.height / div, texture.width / div, texture_memory2);
offset += size / (div*div);
div *= 2;
}
}
vid_palmode = GU_PSM_T8;
}
sceGuTexMode(texture.format, texture.mipmaps , 0, GU_TRUE);
// Set the Texture filter.
if (r_retro.value)
sceGuTexFilter(GU_NEAREST, GU_NEAREST);
else
sceGuTexFilter(texture.filter, texture.filter);
// Set the texture image.
const void* const texture_memory = texture.vram ? texture.vram : texture.ram;
sceGuTexImage(0, texture.width, texture.height, texture.width, texture_memory);
}
void GL_BindLM (int texture_index)