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