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OpenGLHostDisplay: Allow filtering to be toggled for GLES2 path
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d455b61d5e
commit
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@ -156,6 +156,35 @@ bool OpenGLHostDisplay::DownloadTexture(const void* texture_handle, HostDisplayP
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return true;
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}
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void OpenGLHostDisplay::BindDisplayPixelsTexture()
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{
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if (m_display_pixels_texture_id == 0)
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{
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glGenTextures(1, &m_display_pixels_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_display_linear_filtering ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_display_linear_filtering ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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m_display_texture_is_linear_filtered = m_display_linear_filtering;
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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}
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}
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void OpenGLHostDisplay::UpdateDisplayPixelsTextureFilter()
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{
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if (m_display_linear_filtering == m_display_texture_is_linear_filtered)
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return;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_display_linear_filtering ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_display_linear_filtering ? GL_LINEAR : GL_NEAREST);
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m_display_texture_is_linear_filtered = m_display_linear_filtering;
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}
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bool OpenGLHostDisplay::SupportsDisplayPixelFormat(HostDisplayPixelFormat format) const
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{
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return (std::get<0>(s_display_pixel_format_mapping[static_cast<u32>(format)]) != static_cast<GLenum>(0));
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@ -183,17 +212,7 @@ bool OpenGLHostDisplay::BeginSetDisplayPixels(HostDisplayPixelFormat format, u32
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*out_buffer = map.pointer;
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*out_pitch = stride;
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if (m_display_pixels_texture_id == 0)
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{
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glGenTextures(1, &m_display_pixels_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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}
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BindDisplayPixelsTexture();
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SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_pixels_texture_id)), format, width, height,
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0, 0, width, height);
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return true;
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@ -223,20 +242,7 @@ void OpenGLHostDisplay::EndSetDisplayPixels()
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bool OpenGLHostDisplay::SetDisplayPixels(HostDisplayPixelFormat format, u32 width, u32 height, const void* buffer,
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u32 pitch)
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{
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if (m_display_pixels_texture_id == 0)
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{
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glGenTextures(1, &m_display_pixels_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, m_display_pixels_texture_id);
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}
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BindDisplayPixelsTexture();
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const auto [gl_internal_format, gl_format, gl_type] = s_display_pixel_format_mapping[static_cast<u32>(format)];
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const u32 pixel_size = GetDisplayPixelFormatSize(format);
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@ -789,6 +795,9 @@ void OpenGLHostDisplay::RenderDisplay(s32 left, s32 bottom, s32 width, s32 heigh
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}
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else
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{
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if (static_cast<GLuint>(reinterpret_cast<uintptr_t>(texture_handle)) == m_display_pixels_texture_id)
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UpdateDisplayPixelsTextureFilter();
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DrawFullscreenQuadES2(m_display_texture_view_x, m_display_texture_view_y, m_display_texture_view_width,
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m_display_texture_view_height, m_display_texture_width, m_display_texture_height);
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}
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@ -76,6 +76,9 @@ protected:
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virtual void DestroyImGuiContext() override;
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virtual bool UpdateImGuiFontTexture() override;
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void BindDisplayPixelsTexture();
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void UpdateDisplayPixelsTextureFilter();
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void RenderDisplay();
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void RenderImGui();
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void RenderSoftwareCursor();
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@ -116,6 +119,7 @@ protected:
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std::unique_ptr<GL::StreamBuffer> m_post_processing_ubo;
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std::vector<PostProcessingStage> m_post_processing_stages;
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bool m_display_texture_is_linear_filtered = false;
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bool m_use_gles2_draw_path = false;
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std::vector<u8> m_gles2_pixels_repack_buffer;
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};
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