OpenGL: Remove redundant texture.enable_2d field from OpenGLState
All uses of this field where it's false can just set the texture id to 0 instead.
This commit is contained in:
parent
b6c241d667
commit
ff68db61bc
4 changed files with 3 additions and 26 deletions
|
@ -99,7 +99,6 @@ void RasterizerOpenGL::InitObjects() {
|
||||||
fb_color_texture.texture.Create();
|
fb_color_texture.texture.Create();
|
||||||
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
|
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -115,7 +114,6 @@ void RasterizerOpenGL::InitObjects() {
|
||||||
fb_depth_texture.texture.Create();
|
fb_depth_texture.texture.Create();
|
||||||
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
|
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -493,7 +491,6 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.texture.handle;
|
state.texture_units[0].texture_2d = texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -537,7 +534,6 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.texture.handle;
|
state.texture_units[0].texture_2d = texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -766,10 +762,9 @@ void RasterizerOpenGL::SyncDrawState() {
|
||||||
const auto& texture = pica_textures[texture_index];
|
const auto& texture = pica_textures[texture_index];
|
||||||
|
|
||||||
if (texture.enabled) {
|
if (texture.enabled) {
|
||||||
state.texture_units[texture_index].enabled_2d = true;
|
|
||||||
res_cache.LoadAndBindTexture(state, texture_index, texture);
|
res_cache.LoadAndBindTexture(state, texture_index, texture);
|
||||||
} else {
|
} else {
|
||||||
state.texture_units[texture_index].enabled_2d = false;
|
state.texture_units[texture_index].texture_2d = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -804,7 +799,6 @@ void RasterizerOpenGL::ReloadColorBuffer() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -862,7 +856,6 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -887,7 +880,6 @@ void RasterizerOpenGL::CommitColorBuffer() {
|
||||||
|
|
||||||
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -927,7 +919,6 @@ void RasterizerOpenGL::CommitDepthBuffer() {
|
||||||
|
|
||||||
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
|
|
@ -40,7 +40,6 @@ OpenGLState::OpenGLState() {
|
||||||
logic_op = GL_COPY;
|
logic_op = GL_COPY;
|
||||||
|
|
||||||
for (auto& texture_unit : texture_units) {
|
for (auto& texture_unit : texture_units) {
|
||||||
texture_unit.enabled_2d = false;
|
|
||||||
texture_unit.texture_2d = 0;
|
texture_unit.texture_2d = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -147,16 +146,9 @@ void OpenGLState::Apply() {
|
||||||
|
|
||||||
// Textures
|
// Textures
|
||||||
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
|
for (unsigned texture_index = 0; texture_index < ARRAY_SIZE(texture_units); ++texture_index) {
|
||||||
if (texture_units[texture_index].enabled_2d != cur_state.texture_units[texture_index].enabled_2d ||
|
if (texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
|
||||||
texture_units[texture_index].texture_2d != cur_state.texture_units[texture_index].texture_2d) {
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0 + texture_index);
|
glActiveTexture(GL_TEXTURE0 + texture_index);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
|
||||||
if (texture_units[texture_index].enabled_2d) {
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture_units[texture_index].texture_2d);
|
|
||||||
} else {
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -53,7 +53,6 @@ public:
|
||||||
|
|
||||||
// 3 texture units - one for each that is used in PICA fragment shader emulation
|
// 3 texture units - one for each that is used in PICA fragment shader emulation
|
||||||
struct {
|
struct {
|
||||||
bool enabled_2d; // GL_TEXTURE_2D
|
|
||||||
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
|
GLuint texture_2d; // GL_TEXTURE_BINDING_2D
|
||||||
} texture_units[3];
|
} texture_units[3];
|
||||||
|
|
||||||
|
|
|
@ -163,7 +163,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||||
// only allows rows to have a memory alignement of 4.
|
// only allows rows to have a memory alignement of 4.
|
||||||
ASSERT(pixel_stride % 4 == 0);
|
ASSERT(pixel_stride % 4 == 0);
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.handle;
|
state.texture_units[0].texture_2d = texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -191,7 +190,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||||
*/
|
*/
|
||||||
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
|
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
|
||||||
const TextureInfo& texture) {
|
const TextureInfo& texture) {
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.handle;
|
state.texture_units[0].texture_2d = texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -239,7 +237,6 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||||
// Allocation of storage is deferred until the first frame, when we
|
// Allocation of storage is deferred until the first frame, when we
|
||||||
// know the framebuffer size.
|
// know the framebuffer size.
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.handle;
|
state.texture_units[0].texture_2d = texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -305,7 +302,6 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
||||||
UNIMPLEMENTED();
|
UNIMPLEMENTED();
|
||||||
}
|
}
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.handle;
|
state.texture_units[0].texture_2d = texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
@ -325,7 +321,6 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
|
||||||
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
|
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
|
||||||
};
|
};
|
||||||
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = texture.handle;
|
state.texture_units[0].texture_2d = texture.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue