Duckstation/src/common/gl_texture.cpp

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#include "gl_texture.h"
#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
Log_SetChannel(GL);
namespace GL {
Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */,
bool linear_filter /* = false */, bool create_framebuffer /* = false */)
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: m_width(width), m_height(height)
{
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
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);
if (create_framebuffer)
{
glGenFramebuffers(1, &m_fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
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}
Texture::~Texture()
{
if (m_fbo_id != 0)
glDeleteFramebuffers(1, &m_fbo_id);
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glDeleteTextures(1, &m_id);
}
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);
}
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} // namespace GL