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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.
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1 changed files with 17 additions and 5 deletions
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@ -134,8 +134,11 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
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cur_state.Apply();
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cur_state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
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if (!format_tuple.compressed) {
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format_tuple.format, format_tuple.type, nullptr);
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// Only pre-create the texture for non-compressed textures.
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glTexImage2D(GL_TEXTURE_2D, 0, format_tuple.internal_format, width, height, 0,
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format_tuple.format, format_tuple.type, nullptr);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -565,9 +568,18 @@ void CachedSurface::UploadGLTexture(const MathUtil::Rectangle<u32>& rect, GLuint
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride));
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast<GLsizei>(rect.GetWidth()),
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if (tuple.compressed) {
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static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format,
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&gl_buffer[buffer_offset]);
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static_cast<GLsizei>(rect.GetWidth()),
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static_cast<GLsizei>(rect.GetHeight()), 0,
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rect.GetWidth() * rect.GetHeight() *
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GetGLBytesPerPixel(pixel_format) / tuple.compression_factor,
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&gl_buffer[buffer_offset]);
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} else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast<GLsizei>(rect.GetWidth()),
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static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
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&gl_buffer[buffer_offset]);
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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