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https://github.com/RetroDECK/Duckstation.git
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83 lines
3.5 KiB
C++
83 lines
3.5 KiB
C++
#pragma once
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#include "../types.h"
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#include "loader.h"
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#include <algorithm>
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#include <memory>
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namespace Vulkan {
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class Texture
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{
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public:
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Texture();
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Texture(Texture&& move);
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Texture(const Texture&) = delete;
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~Texture();
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Texture& operator=(Texture&& move);
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Texture& operator=(const Texture&) = delete;
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ALWAYS_INLINE bool IsValid() const { return (m_image != VK_NULL_HANDLE); }
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/// An image is considered owned/managed if we control the memory.
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ALWAYS_INLINE bool IsOwned() const { return (m_allocation != VK_NULL_HANDLE); }
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE u32 GetLevels() const { return m_levels; }
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ALWAYS_INLINE u32 GetLayers() const { return m_layers; }
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ALWAYS_INLINE u32 GetMipWidth(u32 level) const { return std::max<u32>(m_width >> level, 1u); }
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ALWAYS_INLINE u32 GetMipHeight(u32 level) const { return std::max<u32>(m_height >> level, 1u); }
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ALWAYS_INLINE VkFormat GetFormat() const { return m_format; }
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ALWAYS_INLINE VkSampleCountFlagBits GetSamples() const { return m_samples; }
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ALWAYS_INLINE VkImageLayout GetLayout() const { return m_layout; }
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ALWAYS_INLINE VkImageViewType GetViewType() const { return m_view_type; }
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ALWAYS_INLINE VkImage GetImage() const { return m_image; }
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ALWAYS_INLINE VmaAllocation GetAllocation() const { return m_allocation; }
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ALWAYS_INLINE VkImageView GetView() const { return m_view; }
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bool Create(u32 width, u32 height, u32 levels, u32 layers, VkFormat format, VkSampleCountFlagBits samples,
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VkImageViewType view_type, VkImageTiling tiling, VkImageUsageFlags usage, bool dedicated_memory = false,
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const VkComponentMapping* swizzle = nullptr);
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bool Adopt(VkImage existing_image, VkImageViewType view_type, u32 width, u32 height, u32 levels, u32 layers,
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VkFormat format, VkSampleCountFlagBits samples, const VkComponentMapping* swizzle = nullptr);
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void Destroy(bool defer = true);
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// Used when the render pass is changing the image layout, or to force it to
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// VK_IMAGE_LAYOUT_UNDEFINED, if the existing contents of the image is
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// irrelevant and will not be loaded.
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void OverrideImageLayout(VkImageLayout new_layout);
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void TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout);
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void TransitionSubresourcesToLayout(VkCommandBuffer command_buffer, u32 start_level, u32 num_levels, u32 start_layer,
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u32 num_layers, VkImageLayout old_layout, VkImageLayout new_layout);
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VkFramebuffer CreateFramebuffer(VkRenderPass render_pass);
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void UpdateFromBuffer(VkCommandBuffer cmdbuf, u32 level, u32 layer, u32 x, u32 y, u32 width, u32 height,
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VkBuffer buffer, u32 buffer_offset, u32 row_length);
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u32 CalcUpdatePitch(u32 width) const;
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u32 CalcUpdateRowLength(u32 pitch) const;
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bool BeginUpdate(u32 width, u32 height, void** out_buffer, u32* out_pitch);
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void EndUpdate(u32 x, u32 y, u32 width, u32 height);
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch);
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private:
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u32 m_width = 0;
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u32 m_height = 0;
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u32 m_levels = 0;
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u32 m_layers = 0;
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VkFormat m_format = VK_FORMAT_UNDEFINED;
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VkSampleCountFlagBits m_samples = VK_SAMPLE_COUNT_1_BIT;
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VkImageViewType m_view_type = VK_IMAGE_VIEW_TYPE_2D;
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VkImageLayout m_layout = VK_IMAGE_LAYOUT_UNDEFINED;
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VkImage m_image = VK_NULL_HANDLE;
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VmaAllocation m_allocation = VK_NULL_HANDLE;
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VkImageView m_view = VK_NULL_HANDLE;
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};
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} // namespace Vulkan
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