Duckstation/src/util/opengl_texture.h
Stenzek f936a36c85
GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory.
Use it for screenshots and VRAM downloads.
2024-02-29 18:56:50 +10:00

133 lines
3.7 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// 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 <tuple>
class OpenGLDevice;
class OpenGLStreamBuffer;
class OpenGLTexture final : public GPUTexture
{
friend OpenGLDevice;
public:
OpenGLTexture(const OpenGLTexture&) = delete;
~OpenGLTexture();
static bool UseTextureStorage(bool multisampled);
static const std::tuple<GLenum, GLenum, GLenum>& GetPixelFormatMapping(Format format, bool gles);
ALWAYS_INLINE GLuint GetGLId() const { return m_id; }
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;
static std::unique_ptr<OpenGLTexture> Create(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
Format format, const void* data = nullptr, u32 data_pitch = 0);
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:
OpenGLTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format, GLuint id);
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 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<OpenGLStreamBuffer> buffer,
GLuint texture_id);
std::unique_ptr<OpenGLStreamBuffer> 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;
};
class OpenGLDownloadTexture final : public GPUDownloadTexture
{
public:
~OpenGLDownloadTexture() override;
static std::unique_ptr<OpenGLDownloadTexture> Create(u32 width, u32 height, GPUTexture::Format format, void* memory,
size_t memory_size, u32 memory_pitch);
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) override;
bool Map(u32 x, u32 y, u32 width, u32 height) override;
void Unmap() override;
void Flush() override;
void SetDebugName(std::string_view name) override;
private:
OpenGLDownloadTexture(u32 width, u32 height, GPUTexture::Format format, bool imported, GLuint buffer_id,
u8* cpu_buffer, u32 buffer_size, const u8* map_ptr, u32 map_pitch);
GLuint m_buffer_id = 0;
u32 m_buffer_size = 0;
GLsync m_sync = {};
// used when buffer storage is not available
u8* m_cpu_buffer = nullptr;
};