Duckstation/src/util/gpu_texture.h

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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/types.h"
#include <algorithm>
#include <array>
#include <string_view>
#include <vector>
class GPUTexture
{
public:
enum : u32
{
MAX_WIDTH = 65535,
MAX_HEIGHT = 65535,
MAX_LAYERS = 255,
MAX_LEVELS = 255,
MAX_SAMPLES = 255,
};
enum class Type : u8
{
Unknown,
RenderTarget,
DepthStencil,
Texture,
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DynamicTexture,
RWTexture,
};
enum class Format : u8
{
Unknown,
RGBA8,
BGRA8,
RGB565,
RGBA5551,
R8,
D16,
R16,
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R16I,
R16U,
R16F,
R32I,
R32U,
R32F,
RG8,
RG16,
RG16F,
RG32F,
RGBA16,
RGBA16F,
RGBA32F,
RGB10A2,
MaxCount
};
enum class State : u8
{
Dirty,
Cleared,
Invalidated
};
union ClearValue
{
u32 color;
float depth;
};
public:
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GPUTexture(const GPUTexture&) = delete;
virtual ~GPUTexture();
static const char* GetFormatName(Format format);
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static u32 GetPixelSize(GPUTexture::Format format);
static bool IsDepthFormat(GPUTexture::Format format);
static bool IsDepthStencilFormat(GPUTexture::Format format);
static bool ValidateConfig(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format);
static bool ConvertTextureDataToRGBA8(u32 width, u32 height, std::vector<u32>& texture_data, u32& texture_data_stride,
GPUTexture::Format format);
static void FlipTextureDataRGBA8(u32 width, u32 height, std::vector<u32>& texture_data, u32 texture_data_stride);
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u32 GetLayers() const { return m_layers; }
ALWAYS_INLINE u32 GetLevels() const { return m_levels; }
ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
ALWAYS_INLINE Type GetType() const { return m_type; }
ALWAYS_INLINE Format GetFormat() const { return m_format; }
ALWAYS_INLINE bool IsTextureArray() const { return m_layers > 1; }
ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
ALWAYS_INLINE u32 GetPixelSize() const { return GetPixelSize(m_format); }
ALWAYS_INLINE u32 GetMipWidth(u32 level) const { return std::max<u32>(m_width >> level, 1u); }
ALWAYS_INLINE u32 GetMipHeight(u32 level) const { return std::max<u32>(m_height >> level, 1u); }
ALWAYS_INLINE State GetState() const { return m_state; }
ALWAYS_INLINE void SetState(State state) { m_state = state; }
ALWAYS_INLINE bool IsDirty() const { return (m_state == State::Dirty); }
ALWAYS_INLINE bool IsClearedOrInvalidated() const { return (m_state != State::Dirty); }
ALWAYS_INLINE bool IsRenderTargetOrDepthStencil() const
{
return (m_type >= Type::RenderTarget && m_type <= Type::DepthStencil);
}
ALWAYS_INLINE bool IsRenderTarget() const { return (m_type == Type::RenderTarget); }
ALWAYS_INLINE bool IsDepthStencil() const { return (m_type == Type::DepthStencil); }
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ALWAYS_INLINE bool IsTexture() const { return (m_type == Type::Texture || m_type == Type::DynamicTexture); }
ALWAYS_INLINE bool IsDynamicTexture() const { return (m_type == Type::DynamicTexture); }
ALWAYS_INLINE const ClearValue& GetClearValue() const { return m_clear_value; }
ALWAYS_INLINE u32 GetClearColor() const { return m_clear_value.color; }
ALWAYS_INLINE float GetClearDepth() const { return m_clear_value.depth; }
std::array<float, 4> GetUNormClearColor() const;
ALWAYS_INLINE void SetClearColor(u32 color)
{
m_state = State::Cleared;
m_clear_value.color = color;
}
ALWAYS_INLINE void SetClearDepth(float depth)
{
m_state = State::Cleared;
m_clear_value.depth = depth;
}
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size_t GetVRAMUsage() const;
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GPUTexture& operator=(const GPUTexture&) = delete;
virtual bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0,
u32 level = 0) = 0;
virtual bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) = 0;
virtual void Unmap() = 0;
// Instructs the backend that we're finished rendering to this texture. It may transition it to a new layout.
virtual void MakeReadyForSampling();
virtual void SetDebugName(const std::string_view& name) = 0;
protected:
GPUTexture(u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type, Format format);
u16 m_width = 0;
u16 m_height = 0;
u8 m_layers = 0;
u8 m_levels = 0;
u8 m_samples = 0;
Type m_type = Type::Unknown;
Format m_format = Format::Unknown;
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State m_state = State::Dirty;
ClearValue m_clear_value = {};
};