Duckstation/src/common/gl/texture.cpp

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#include "texture.h"
#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
Log_SetChannel(GL);
namespace GL {
Texture::Texture() = default;
Texture::Texture(Texture&& moved)
: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_fbo_id(moved.m_fbo_id)
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{
moved.m_id = 0;
moved.m_width = 0;
moved.m_height = 0;
moved.m_fbo_id = 0;
}
Texture::~Texture()
{
Destroy();
}
bool Texture::Create(u32 width, u32 height, GLenum format, GLenum type, const void* data, bool linear_filter)
{
glGetError();
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
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Log_ErrorPrintf("Failed to create texture: 0x%X", error);
glDeleteTextures(1, &id);
return false;
}
if (IsValid())
Destroy();
m_id = id;
m_width = width;
m_height = height;
return true;
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}
void Texture::SetLinearFilter(bool enabled)
{
Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
}
bool Texture::CreateFramebuffer()
{
if (!IsValid())
return false;
glGetError();
GLuint fbo_id;
glGenFramebuffers(1, &fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
if (glGetError() != GL_NO_ERROR || glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteFramebuffers(1, &fbo_id);
return false;
}
if (m_fbo_id != 0)
glDeleteFramebuffers(1, &m_fbo_id);
m_fbo_id = fbo_id;
return true;
}
void Texture::Destroy()
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{
if (m_fbo_id != 0)
{
glDeleteFramebuffers(1, &m_fbo_id);
m_fbo_id = 0;
}
if (m_id != 0)
{
glDeleteTextures(1, &m_id);
m_id = 0;
}
m_width = 0;
m_height = 0;
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}
void Texture::Bind()
{
glBindTexture(GL_TEXTURE_2D, m_id);
}
void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
{
DebugAssert(m_fbo_id != 0);
glBindFramebuffer(target, m_fbo_id);
}
void Texture::Unbind()
{
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture& Texture::operator=(Texture&& moved)
{
Destroy();
m_id = moved.m_id;
m_width = moved.m_width;
m_height = moved.m_height;
m_fbo_id = moved.m_fbo_id;
moved.m_id = 0;
moved.m_width = 0;
moved.m_height = 0;
moved.m_fbo_id = 0;
return *this;
}
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} // namespace GL