/* * Copyright (C) 2011-2011 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSTexture.h" namespace PboPool { inline void BindPbo(); inline void UnbindPbo(); inline void Sync(); inline char* Map(uint32 size); inline void Unmap(); inline uptr Offset(); inline void EndTransfer(); void Init(); void Destroy(); } class GSTextureOGL final : public GSTexture { private: GLuint m_texture_id; // the texture id int m_pbo_size; GLuint m_fbo_read; bool m_clean; bool m_generate_mipmap; uint8* m_local_buffer; // Avoid alignment constrain //GSVector4i m_r; int m_r_x; int m_r_y; int m_r_w; int m_r_h; int m_layer; int m_max_layer; // internal opengl format/type/alignment GLenum m_int_format; GLenum m_int_type; uint32 m_int_shift; // Allow to track size of allocated memory uint32 m_mem_usage; public: explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap); virtual ~GSTextureOGL(); bool Update(const GSVector4i& r, const void* data, int pitch, int layer = 0) final; bool Map(GSMap& m, const GSVector4i* r = NULL, int layer = 0) final; void Unmap() final; void GenerateMipmap() final; bool Save(const std::string& fn, bool dds = false) final; bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); } bool IsDss() { return (m_type == GSTexture::DepthStencil); } uint32 GetID() final { return m_texture_id; } bool HasBeenCleaned() { return m_clean; } void WasAttached() { m_clean = false; } void WasCleaned() { m_clean = true; } void Clear(const void* data); void Clear(const void* data, const GSVector4i& area); uint32 GetMemUsage(); };