// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // TextureData.h // // Low-level texture data functions. // #ifndef ES_CORE_RESOURCES_TEXTURE_DATA_H #define ES_CORE_RESOURCES_TEXTURE_DATA_H #include "utils/MathUtil.h" #include #include #include #include class TextureResource; class TextureData { public: TextureData(bool tile); ~TextureData(); // These functions populate mDataRGBA but do not upload the texture to VRAM. // Needs to be canonical path. Caller should check for duplicates before calling this. void initFromPath(const std::string& path); bool initSVGFromMemory(const std::string& fileData); bool initImageFromMemory(const unsigned char* fileData, size_t length); bool initFromRGBA(const unsigned char* dataRGBA, size_t width, size_t height); // Read the data into memory if necessary. bool load(); bool isLoaded(); // Upload the texture to VRAM if necessary and bind. // Returns true if bound correctly. bool uploadAndBind(); // Release the texture from VRAM. void releaseVRAM(); // Release the texture from conventional RAM. void releaseRAM(); // Get the amount of VRAM currenty used by this texture. size_t getVRAMUsage(); size_t width(); size_t height(); float sourceWidth(); float sourceHeight(); void setSourceSize(float width, float height); glm::vec2 getSize() { return glm::vec2{mWidth, mHeight}; } // Whether to use linear filtering when magnifying the texture. void setLinearMagnify(bool setting) { mLinearMagnify = setting; } // Whether to rasterize the image even if a size has not been set yet. void setForceRasterization(bool setting) { mForceRasterization = setting; } // Has the image been loaded but not yet been rasterized as the size was not known? bool getPendingRasterization() { return mPendingRasterization; } std::vector& getRawRGBAData() { return mDataRGBA; } std::string getTextureFilePath() { return mPath; } bool tiled() { return mTile; } private: std::mutex mMutex; bool mTile; std::string mPath; unsigned int mTextureID; std::vector mDataRGBA; int mWidth; int mHeight; float mSourceWidth; float mSourceHeight; bool mScalable; bool mLinearMagnify; bool mReloadable; bool mForceRasterization; bool mPendingRasterization; }; #endif // ES_CORE_RESOURCES_TEXTURE_DATA_H