mirror of
https://github.com/izzy2lost/ppsspp.git
synced 2026-03-10 12:43:04 -07:00
GLES: Use aligned memory for textures.
We use SSE on them, and they used to be aligned, and must be aligned in PSP RAM, so keep them aligned. This only really affects 32-bit, since allocs will typically be aligned on 64-bit anyway. Fixes #10601.
This commit is contained in:
@@ -95,7 +95,7 @@ GLRTexture *DepalShaderCacheGLES::GetClutTexture(GEPaletteFormat clutFormat, con
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uint8_t *clutCopy = new uint8_t[1024];
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memcpy(clutCopy, rawClut, 1024);
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render_->TextureImage(tex->texture, 0, texturePixels, 1, components, components2, dstFmt, clutCopy, false);
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render_->TextureImage(tex->texture, 0, texturePixels, 1, components, components2, dstFmt, clutCopy, GLRAllocType::NEW, false);
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tex->lastFrame = gpuStats.numFlips;
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texCache_[clutId] = tex;
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@@ -777,7 +777,7 @@ void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float
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uint8_t *pos_data = new uint8_t[size * sizeof(float) * 4];
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memcpy(pos_data, pos, size * sizeof(float) * 4);
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data_tex[0] = renderManager_->CreateTexture(GL_TEXTURE_2D);
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renderManager_->TextureImage(data_tex[0], 0, size, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, pos_data, false);
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renderManager_->TextureImage(data_tex[0], 0, size, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, pos_data, GLRAllocType::NEW, false);
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renderManager_->FinalizeTexture(data_tex[0], 0, false);
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renderManager_->BindTexture(4, data_tex[0]);
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@@ -788,7 +788,7 @@ void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float
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uint8_t *tex_data = new uint8_t[size * sizeof(float) * 4];
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memcpy(tex_data, pos, size * sizeof(float) * 4);
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data_tex[1] = renderManager_->CreateTexture(GL_TEXTURE_2D);
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renderManager_->TextureImage(data_tex[1], 0, size, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, tex_data, false);
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renderManager_->TextureImage(data_tex[1], 0, size, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, tex_data, GLRAllocType::NEW, false);
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renderManager_->FinalizeTexture(data_tex[1], 0, false);
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renderManager_->BindTexture(5, data_tex[1]);
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}
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@@ -800,7 +800,7 @@ void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float
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uint8_t *col_data = new uint8_t[sizeColor * sizeof(float) * 4];
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memcpy(col_data, col, sizeColor * sizeof(float) * 4);
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renderManager_->TextureImage(data_tex[2], 0, sizeColor, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, col_data, false);
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renderManager_->TextureImage(data_tex[2], 0, sizeColor, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT, col_data, GLRAllocType::NEW, false);
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renderManager_->FinalizeTexture(data_tex[2], 0, false);
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renderManager_->BindTexture(6, data_tex[2]);
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}
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@@ -367,7 +367,7 @@ void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferForma
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break;
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}
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}
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render_->TextureImage(drawPixelsTex_, 0, texWidth, height, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, convBuf, false);
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render_->TextureImage(drawPixelsTex_, 0, texWidth, height, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, convBuf, GLRAllocType::NEW, false);
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render_->FinalizeTexture(drawPixelsTex_, 0, false);
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// TODO: Return instead?
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@@ -714,7 +714,7 @@ u8 *TextureCacheGLES::DecodeTextureLevelOld(GETextureFormat format, GEPaletteFor
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decPitch = bufw * pixelSize;
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}
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uint8_t *texBuf = new uint8_t[std::max(w, bufw) * h * pixelSize];
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uint8_t *texBuf = (uint8_t *)AllocateAlignedMemory(std::max(w, bufw) * h * pixelSize, 16);
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DecodeTextureLevel(texBuf, decPitch, format, clutformat, texaddr, level, bufw, true, false, false);
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return texBuf;
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}
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@@ -755,7 +755,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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PROFILE_THIS_SCOPE("replacetex");
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int bpp = replaced.Format(level) == ReplacedTextureFormat::F_8888 ? 4 : 2;
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uint8_t *rearrange = new uint8_t[w * h * bpp];
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * h * bpp, 16);
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replaced.Load(level, rearrange, bpp * w);
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pixelData = rearrange;
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@@ -785,7 +785,7 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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}
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if (scaleFactor > 1) {
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uint8_t *rearrange = new uint8_t[w * scaleFactor * h * scaleFactor * 4];
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uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
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scaler.ScaleAlways((u32 *)rearrange, (u32 *)pixelData, dstFmt, w, h, scaleFactor);
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pixelData = rearrange;
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delete [] finalBuf;
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@@ -817,9 +817,9 @@ void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &r
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} else {
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PROFILE_THIS_SCOPE("loadtex");
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if (IsFakeMipmapChange())
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render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData);
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render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED);
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else
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render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData);
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render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED);
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}
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}
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@@ -1,3 +1,4 @@
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#include "Common/MemoryUtil.h"
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#include "Core/Reporting.h"
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#include "GLQueueRunner.h"
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#include "GLRenderManager.h"
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@@ -241,7 +242,11 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
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// For things to show in RenderDoc, need to split into glTexImage2D(..., nullptr) and glTexSubImage.
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glTexImage2D(tex->target, step.texture_image.level, step.texture_image.internalFormat, step.texture_image.width, step.texture_image.height, 0, step.texture_image.format, step.texture_image.type, step.texture_image.data);
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allocatedTextures = true;
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delete[] step.texture_image.data;
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if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
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FreeAlignedMemory(step.texture_image.data);
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} else {
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delete[] step.texture_image.data;
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}
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CHECK_GL_ERROR_IF_DEBUG();
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tex->wrapS = GL_CLAMP_TO_EDGE;
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tex->wrapT = GL_CLAMP_TO_EDGE;
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@@ -19,6 +19,10 @@ struct GLOffset2D {
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int x, y;
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};
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enum class GLRAllocType {
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NEW,
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ALIGNED,
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};
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class GLRShader;
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class GLRTexture;
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@@ -242,6 +246,7 @@ struct GLRInitStep {
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int level;
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int width;
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int height;
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GLRAllocType allocType;
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bool linearFilter;
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uint8_t *data; // owned, delete[]-d
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} texture_image;
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@@ -337,7 +337,7 @@ public:
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}
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// Takes ownership over the data pointer and delete[]-s it.
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void TextureImage(GLRTexture *texture, int level, int width, int height, GLenum internalFormat, GLenum format, GLenum type, uint8_t *data, bool linearFilter = false) {
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void TextureImage(GLRTexture *texture, int level, int width, int height, GLenum internalFormat, GLenum format, GLenum type, uint8_t *data, GLRAllocType allocType = GLRAllocType::NEW, bool linearFilter = false) {
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GLRInitStep step{ GLRInitStepType::TEXTURE_IMAGE };
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step.texture_image.texture = texture;
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step.texture_image.data = data;
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@@ -347,6 +347,7 @@ public:
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step.texture_image.level = level;
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step.texture_image.width = width;
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step.texture_image.height = height;
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step.texture_image.allocType = allocType;
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step.texture_image.linearFilter = linearFilter;
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initSteps_.push_back(step);
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}
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