- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.

This commit is contained in:
Christoph Oelckers 2016-04-22 19:54:51 +02:00
parent 20d3a72307
commit c786b65727
7 changed files with 140 additions and 45 deletions

View File

@ -128,14 +128,15 @@ void gl_LoadExtensions()
gl.vendorstring = (char*)glGetString(GL_VENDOR);
if (gl.version < 3.3f && !CheckExtension("GL_ARB_sampler_objects"))
{
I_FatalError("'GL_ARB_sampler_objects' extension not found. Please update your graphics driver.");
}
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
if (!Args->CheckParm("-gl3"))
{
if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
}
// don't use GL 4.x features when running in GL 3 emulation mode.
if (CheckExtension("GL_ARB_buffer_storage"))
{

View File

@ -10,7 +10,8 @@ enum RenderFlags
RFL_TEXTURE_COMPRESSION_S3TC=2,
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8
RFL_BUFFER_STORAGE = 8,
RFL_SAMPLER_OBJECTS = 16
};
enum TexMode

View File

@ -149,8 +149,8 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
wipestartscreen = new FHardwareTexture(Width, Height, true);
wipestartscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE);
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
glFinish();
wipestartscreen->Bind(0, false, false);
GLint readbuffer = 0;
@ -176,7 +176,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
{
wipeendscreen = new FHardwareTexture(Width, Height, true);
wipeendscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
glFinish();
wipeendscreen->Bind(0, false, false);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);

View File

@ -89,6 +89,7 @@ FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
bHasColorkey = false;
bIsTransparent = -1;
bExpandFlag = expandpatches;
lastSampler = 254;
tex->gl_info.SystemTexture[expandpatches] = this;
}
@ -278,7 +279,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (translation <= 0) translation = -translation;
else translation = GLTranslationPalette::GetInternalTranslation(translation);
bool needmipmap = (clampmode <= CLAMP_XY);
bool needmipmap = (clampmode <= CLAMP_XY) || !(gl.flags & RFL_SAMPLER_OBJECTS);
FHardwareTexture *hwtex = CreateHwTexture();
@ -313,9 +314,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
}
delete[] buffer;
}
if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
GLRenderer->mSamplerManager->Bind(texunit, clampmode);
if (lastSampler != clampmode)
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
return hwtex;
}
return NULL;

View File

@ -65,6 +65,7 @@ private:
bool bHasColorkey; // only for hires
bool bExpandFlag;
BYTE lastSampler;
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height);

View File

@ -44,69 +44,159 @@
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl_samplers.h"
#include "gl_material.h"
extern TexFilter_s TexFilter[];
FSamplerManager::FSamplerManager()
{
glGenSamplers(7, mSamplers);
SetTextureFilterMode();
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGenSamplers(7, mSamplers);
SetTextureFilterMode();
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
FSamplerManager::~FSamplerManager()
{
UnbindAll();
glDeleteSamplers(7, mSamplers);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
UnbindAll();
glDeleteSamplers(7, mSamplers);
}
}
void FSamplerManager::UnbindAll()
{
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
mLastBound[i] = 0;
glBindSampler(i, 0);
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
{
mLastBound[i] = 0;
glBindSampler(i, 0);
}
}
}
void FSamplerManager::Bind(int texunit, int num)
BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
{
unsigned int samp = mSamplers[num];
//if (samp != mLastBound[texunit])
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glBindSampler(texunit, samp);
mLastBound[texunit] = samp;
unsigned int samp = mSamplers[num];
//if (samp != mLastBound[texunit])
{
glBindSampler(texunit, samp);
mLastBound[texunit] = samp;
return 255;
}
}
else
{
glActiveTexture(GL_TEXTURE0 + texunit);
switch (num)
{
case CLAMP_NONE:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (lastval > CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
break;
case CLAMP_X:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (lastval > CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
break;
case CLAMP_Y:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lastval > CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
break;
case CLAMP_XY_NOMIP:
case CLAMP_XY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (lastval > CLAMP_XY_NOMIP)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
break;
case CLAMP_NOFILTER:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
case CLAMP_CAMTEX:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
break;
}
glActiveTexture(GL_TEXTURE0);
return num;
}
}
void FSamplerManager::SetTextureFilterMode()
{
UnbindAll();
for (int i = 0; i < 4; i++)
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
UnbindAll();
for (int i = 0; i < 4; i++)
{
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
}
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
}
else
{
GLRenderer->FlushTextures();
}
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
}

View File

@ -17,7 +17,7 @@ public:
FSamplerManager();
~FSamplerManager();
void Bind(int texunit, int num);
BYTE Bind(int texunit, int num, int lastval);
void SetTextureFilterMode();