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Merge pull request #4898 from raven02/patch-21
GLES3: enable PSP-based mipmapping generation
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commit
0952674b37
@ -204,7 +204,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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graphics->Get("StretchToDisplay", &bStretchToDisplay, false);
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graphics->Get("TrueColor", &bTrueColor, true);
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graphics->Get("MipMap", &bMipMap, false);
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graphics->Get("MipMap", &bMipMap, true);
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graphics->Get("TexScalingLevel", &iTexScalingLevel, 1);
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graphics->Get("TexScalingType", &iTexScalingType, 0);
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@ -1124,9 +1124,7 @@ void TextureCache::SetTexture(bool force) {
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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GLenum dstFmt = GetDestFormat(format, gstate.getClutPaletteFormat());
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#if 0 // Needs more testing
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#ifdef MAY_HAVE_GLES3
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if (gl_extensions.GLES3) {
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if (gl_extensions.GLES3 && maxLevel > 0) {
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// glTexStorage2D requires the use of sized formats.
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GLenum storageFmt = GL_RGBA8;
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switch (dstFmt) {
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@ -1142,33 +1140,31 @@ void TextureCache::SetTexture(bool force) {
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// Make sure we don't use glTexImage2D after glTexStorage2D.
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replaceImages = true;
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}
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#endif
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#endif
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// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
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// don't specify mips all the way down. As a result, we either need to manually generate
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// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
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// be as good quality as the game's own (might even be better in some cases though).
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// For now, I choose to use autogen mips on GLES2 and the game's own on other platforms.
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// As is usual, GLES3 will solve this problem nicely but wide distribution of that is
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// years away.
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//
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// Actually, seems we reverted to autogen mipmaps on all platforms.
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// Always load base level texture here
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LoadTextureLevel(*entry, 0, replaceImages, dstFmt);
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if (maxLevel > 0) {
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glGenerateMipmap(GL_TEXTURE_2D);
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/*
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for (int i = 0; i <= maxLevel; i++) {
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LoadTextureLevel(*entry, i, replaceImages);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevel);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)maxLevel);
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*/
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if (g_Config.bMipMap && maxLevel > 0) {
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#ifndef USING_GLES2
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for (int i = 1; i <= maxLevel; i++) {
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LoadTextureLevel(*entry, i, replaceImages, dstFmt);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevel);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)maxLevel);
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#else
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glGenerateMipmap(GL_TEXTURE_2D);
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#endif
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} else {
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// TODO: This is supported on GLES3
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#if !defined(USING_GLES2)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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#ifndef USING_GLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0);
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#else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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#endif
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}
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