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edb11dc223
The old texture code was being bottle necked by the texture reads. We mirrored the real3d texture memory directly, including the mipmaps in a single large texture. I *think* most h/w has some sort of texture cache for a 2x2 or 4x4 block of pixels for a texture. What we were doing was reading the base texture, then reading the mipmap data from a totally separate part of the same texture which I can only assume flushed this cache. What I did was to create mipmap chains for the texture sheet, then copy the mipmap data there. Doing this basically doubles performance.
34 lines
579 B
C++
34 lines
579 B
C++
#pragma once
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#ifndef _TEXTUREBANK_H_
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#define _TEXTUREBANK_H_
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#include "Types.h"
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#include <GL/glew.h>
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// texture banks are a fixed size
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// 2048x1024 pixels, each pixel is 16bits in size
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namespace New3D {
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class TextureBank
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{
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public:
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TextureBank();
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~TextureBank();
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void AttachMemory(const UINT16* textureRam);
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void Bind();
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void UploadTextures(int level, int x, int y, int width, int height);
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int GetNumberOfLevels();
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private:
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GLuint m_texID = 0;
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const UINT16* m_textureRam = nullptr;
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int m_numLevels = 0;
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};
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}
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#endif
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