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121 lines
3 KiB
C
121 lines
3 KiB
C
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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "gpu_device.h"
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#include "gpu_texture.h"
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#include "opengl_loader.h"
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#include <tuple>
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class OpenGLDevice;
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class OpenGLStreamBuffer;
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class OpenGLTexture final : public GPUTexture
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{
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friend OpenGLDevice;
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public:
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OpenGLTexture();
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OpenGLTexture(const OpenGLTexture&) = delete;
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~OpenGLTexture();
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static bool UseTextureStorage(bool multisampled);
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static const std::tuple<GLenum, GLenum, GLenum>& GetPixelFormatMapping(Format format);
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ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
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bool IsValid() const override { return m_id != 0; }
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
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bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
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void Unmap() override;
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void SetDebugName(const std::string_view& name) override;
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bool Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format,
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const void* data = nullptr, u32 data_pitch = 0);
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void Destroy();
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bool UseTextureStorage() const;
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ALWAYS_INLINE GLenum GetGLTarget() const
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{
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return (IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE : (IsTextureArray() ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D));
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}
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void CommitClear();
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OpenGLTexture& operator=(const OpenGLTexture&) = delete;
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private:
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GLuint m_id = 0;
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u32 m_map_offset = 0;
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u16 m_map_x = 0;
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u16 m_map_y = 0;
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u16 m_map_width = 0;
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u16 m_map_height = 0;
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u8 m_map_layer = 0;
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u8 m_map_level = 0;
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};
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class OpenGLFramebuffer final : public GPUFramebuffer
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{
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friend OpenGLDevice;
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public:
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~OpenGLFramebuffer() override;
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ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
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void SetDebugName(const std::string_view& name) override;
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void Bind(GLenum target);
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private:
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OpenGLFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, GLuint id);
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GLuint m_id;
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};
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class OpenGLTextureBuffer final : public GPUTextureBuffer
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{
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friend OpenGLDevice;
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public:
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~OpenGLTextureBuffer() override;
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ALWAYS_INLINE OpenGLStreamBuffer* GetBuffer() const { return m_buffer.get(); }
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ALWAYS_INLINE GLuint GetTextureId() const { return m_texture_id; }
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bool CreateBuffer();
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// Inherited via GPUTextureBuffer
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void* Map(u32 required_elements) override;
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void Unmap(u32 used_elements) override;
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void SetDebugName(const std::string_view& name) override;
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private:
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OpenGLTextureBuffer(Format format, u32 size_in_elements, std::unique_ptr<OpenGLStreamBuffer> buffer,
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GLuint texture_id);
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std::unique_ptr<OpenGLStreamBuffer> m_buffer;
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GLuint m_texture_id;
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};
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class OpenGLSampler final : public GPUSampler
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{
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friend OpenGLDevice;
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public:
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~OpenGLSampler() override;
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ALWAYS_INLINE GLuint GetID() const { return m_id; }
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void SetDebugName(const std::string_view& name) override;
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private:
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OpenGLSampler(GLuint id);
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GLuint m_id;
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};
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