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gl: Handle texture binding using the global state tracker
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74696d2e44
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@ -359,8 +359,6 @@ void GLGSRender::bind_texture_env()
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if (!(textures_ref & 1))
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continue;
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_SelectTexture(GL_FRAGMENT_TEXTURES_START + i);
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gl::texture_view* view = nullptr;
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(fs_sampler_state[i].get());
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@ -375,26 +373,23 @@ void GLGSRender::bind_texture_env()
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if (view) [[likely]]
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{
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view->bind();
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view->bind(cmd, GL_FRAGMENT_TEXTURES_START + i);
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if (current_fragment_program.texture_state.redirected_textures & (1 << i))
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{
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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auto root_texture = static_cast<gl::viewable_image*>(view->image());
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auto stencil_view = root_texture->get_view(0xAAE4, rsx::default_remap_vector, gl::image_aspect::stencil);
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stencil_view->bind();
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stencil_view->bind(cmd, GL_STENCIL_MIRRORS_START + i);
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}
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}
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else
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{
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auto target = gl::get_target(current_fragment_program.get_texture_dimension(i));
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glBindTexture(target, m_null_textures[target]->id());
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cmd->bind_texture(GL_FRAGMENT_TEXTURES_START + i, target, m_null_textures[target]->id());
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if (current_fragment_program.texture_state.redirected_textures & (1 << i))
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{
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_SelectTexture(GL_STENCIL_MIRRORS_START + i);
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glBindTexture(target, m_null_textures[target]->id());
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cmd->bind_texture(GL_STENCIL_MIRRORS_START + i, target, m_null_textures[target]->id());
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}
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}
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}
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@ -405,18 +400,17 @@ void GLGSRender::bind_texture_env()
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continue;
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auto sampler_state = static_cast<gl::texture_cache::sampled_image_descriptor*>(vs_sampler_state[i].get());
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_SelectTexture(GL_VERTEX_TEXTURES_START + i);
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if (rsx::method_registers.vertex_textures[i].enabled() &&
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sampler_state->validate())
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{
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if (sampler_state->image_handle) [[likely]]
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{
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sampler_state->image_handle->bind();
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sampler_state->image_handle->bind(cmd, GL_VERTEX_TEXTURES_START + i);
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}
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else
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{
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m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc)->bind();
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m_gl_texture_cache.create_temporary_subresource(cmd, sampler_state->external_subresource_desc)->bind(cmd, GL_VERTEX_TEXTURES_START + i);
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}
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}
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else
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@ -233,6 +233,7 @@ namespace gl
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std::unordered_map<GLenum, std::array<u32, 4>> indexed_properties = {};
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GLuint current_program = GL_NONE;
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std::array<std::unordered_map<GLenum, GLuint>, 48> bound_textures{ {} };
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bool enable(u32 test, GLenum cap)
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{
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@ -500,6 +501,20 @@ namespace gl
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current_program = program;
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glUseProgram(program);
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}
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void bind_texture(GLuint layer, GLenum target, GLuint name)
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{
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ensure(layer < 48);
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auto& bound = bound_textures[layer][target];
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if (bound != name)
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{
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glActiveTexture(GL_TEXTURE0 + layer);
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glBindTexture(target, name);
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bound = name;
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}
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}
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};
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class command_context
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@ -168,15 +168,13 @@ void GLGSRender::on_init_thread()
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// Array stream buffer
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{
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m_gl_persistent_stream_buffer = std::make_unique<gl::texture>(GL_TEXTURE_BUFFER, 0, 0, 0, 0, GL_R8UI);
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_SelectTexture(GL_STREAM_BUFFER_START + 0);
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glBindTexture(GL_TEXTURE_BUFFER, m_gl_persistent_stream_buffer->id());
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gl_state.bind_texture(GL_STREAM_BUFFER_START + 0, GL_TEXTURE_BUFFER, m_gl_persistent_stream_buffer->id());
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}
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// Register stream buffer
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{
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m_gl_volatile_stream_buffer = std::make_unique<gl::texture>(GL_TEXTURE_BUFFER, 0, 0, 0, 0, GL_R8UI);
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_SelectTexture(GL_STREAM_BUFFER_START + 1);
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glBindTexture(GL_TEXTURE_BUFFER, m_gl_volatile_stream_buffer->id());
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gl_state.bind_texture(GL_STREAM_BUFFER_START + 1, GL_TEXTURE_BUFFER, m_gl_volatile_stream_buffer->id());
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}
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// Fallback null texture instead of relying on texture0
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@ -43,8 +43,6 @@
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#define APIENTRY
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#endif
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inline static void _SelectTexture(int unit) { glActiveTexture(GL_TEXTURE0 + unit); }
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//using enum rsx::format_class;
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using namespace ::rsx::format_class_;
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@ -1861,9 +1859,9 @@ namespace gl
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argb_swizzle[3] == component_swizzle[2]);
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}
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void bind() const
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void bind(gl::command_context& cmd, GLuint layer) const
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{
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glBindTexture(m_target, m_id);
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cmd->bind_texture(layer, m_target, m_id);
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}
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texture* image() const
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@ -2534,14 +2532,14 @@ public:
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return result;
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}
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int texture(GLint location, int active_texture, const gl::texture_view& texture)
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/*int texture(GLint location, int active_texture, const gl::texture_view& texture)
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{
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glActiveTexture(GL_TEXTURE0 + active_texture);
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texture.bind();
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(*this)[location] = active_texture;
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return active_texture;
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}
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}*/
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uniform_t operator[](GLint location)
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{
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