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 IsCompressedFormat(Format format);
static u32 GetCompressedBytesPerBlock(Format format);
static u32 GetCompressedBlockSize(Format format);
static u32 CalcUploadPitch(Format format, u32 width);
static u32 CalcUploadRowLengthFromPitch(Format format, u32 pitch);
static u32 CalcUploadSize(Format format, u32 height, u32 pitch);
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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<u8>& texture_data, u32& texture_data_stride,
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GPUTexture::Format format);
static void FlipTextureDataRGBA8(u32 width, u32 height, std::vector<u8>& 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;
u32 GetCompressedBytesPerBlock() const;
u32 GetCompressedBlockSize() const;
u32 CalcUploadPitch(u32 width) const;
u32 CalcUploadRowLengthFromPitch(u32 pitch) const;
u32 CalcUploadSize(u32 height, u32 pitch) 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 = {};
};
class GPUDownloadTexture
{
public:
GPUDownloadTexture(u32 width, u32 height, GPUTexture::Format format, bool is_imported);
virtual ~GPUDownloadTexture();
/// Basically, this has dimensions only because of DX11.
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE GPUTexture::Format GetFormat() const { return m_format; }
ALWAYS_INLINE bool NeedsFlush() const { return m_needs_flush; }
ALWAYS_INLINE bool IsMapped() const { return (m_map_pointer != nullptr); }
ALWAYS_INLINE bool IsImported() const { return m_is_imported; }
ALWAYS_INLINE const u8* GetMapPointer() const { return m_map_pointer; }
ALWAYS_INLINE u32 GetMapPitch() const { return m_current_pitch; }
/// Calculates the pitch of a transfer.
u32 GetTransferPitch(u32 width, u32 pitch_align) const;
/// Calculates the size of the data you should transfer.
void GetTransferSize(u32 x, u32 y, u32 width, u32 height, u32 pitch, u32* copy_offset, u32* copy_size,
u32* copy_rows) const;
/// Queues a copy from the specified texture to this buffer.
/// Does not complete immediately, you should flush before accessing the buffer.
/// use_transfer_pitch should be true if there's only a single texture being copied to this buffer before
/// it will be used. This allows the image to be packed tighter together, and buffer reuse.
virtual void CopyFromTexture(u32 dst_x, u32 dst_y, GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height,
u32 src_layer, u32 src_level, bool use_transfer_pitch = true) = 0;
/// Maps the texture into the CPU address space, enabling it to read the contents.
/// The Map call may not perform synchronization. If the contents of the staging texture
/// has been updated by a CopyFromTexture() call, you must call Flush() first.
/// If persistent mapping is supported in the backend, this may be a no-op.
virtual bool Map(u32 x, u32 y, u32 width, u32 height) = 0;
/// Unmaps the CPU-readable copy of the texture. May be a no-op on backends which
/// support persistent-mapped buffers.
virtual void Unmap() = 0;
/// Flushes pending writes from the CPU to the GPU, and reads from the GPU to the CPU.
/// This may cause a command buffer submit depending on if one has occurred between the last
/// call to CopyFromTexture() and the Flush() call.
virtual void Flush() = 0;
/// Sets object name that will be displayed in graphics debuggers.
virtual void SetDebugName(std::string_view name) = 0;
/// Reads the specified rectangle from the staging texture to out_ptr, with the specified stride
/// (length in bytes of each row). CopyFromTexture() must be called first. The contents of any
/// texels outside of the rectangle used for CopyFromTexture is undefined.
bool ReadTexels(u32 x, u32 y, u32 width, u32 height, void* out_ptr, u32 out_stride);
/// Returns what the size of the specified texture would be, in bytes.
static u32 GetBufferSize(u32 width, u32 height, GPUTexture::Format format, u32 pitch_align = 1);
protected:
u32 m_width;
u32 m_height;
GPUTexture::Format m_format;
const u8* m_map_pointer = nullptr;
u32 m_current_pitch = 0;
bool m_is_imported = false;
bool m_needs_flush = false;
};