gl_state: Use DSA and multi bind to update texture bindings

This commit is contained in:
ReinUsesLisp 2019-01-06 22:36:51 -03:00
parent 4b676e7786
commit 3bbaa98c78

View file

@ -462,24 +462,38 @@ void OpenGLState::ApplyPolygonOffset() const {
} }
void OpenGLState::ApplyTextures() const { void OpenGLState::ApplyTextures() const {
bool has_delta{};
std::size_t first{}, last{};
std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> textures;
for (std::size_t i = 0; i < std::size(texture_units); ++i) { for (std::size_t i = 0; i < std::size(texture_units); ++i) {
const auto& texture_unit = texture_units[i]; const auto& texture_unit = texture_units[i];
const auto& cur_state_texture_unit = cur_state.texture_units[i]; const auto& cur_state_texture_unit = cur_state.texture_units[i];
textures[i] = texture_unit.texture;
if (texture_unit.texture != cur_state_texture_unit.texture) { if (textures[i] != cur_state_texture_unit.texture) {
glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum()); if (!has_delta) {
glBindTexture(texture_unit.target, texture_unit.texture); first = i;
has_delta = true;
} }
last = i;
}
// Update the texture swizzle // Update the texture swizzle
if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r || if (textures[i] != 0 && (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g || texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b || texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) { texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a)) {
std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g, std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
texture_unit.swizzle.b, texture_unit.swizzle.a}; texture_unit.swizzle.b, texture_unit.swizzle.a};
glTexParameteriv(texture_unit.target, GL_TEXTURE_SWIZZLE_RGBA, mask.data()); glTextureParameteriv(texture_unit.texture, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
} }
} }
if (has_delta) {
glBindTextures(static_cast<GLuint>(first), static_cast<GLsizei>(last - first + 1),
textures.data());
}
} }
void OpenGLState::ApplySamplers() const { void OpenGLState::ApplySamplers() const {