/* * 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" // FIXME find the optimal number of PBO #define PBO_POOL_SIZE 8 namespace PboPool { void BindPbo(); void UnbindPbo(); void NextPbo(); char* Map(uint32 size); void MapAll(); void Unmap(); void UnmapAll(); uint32 Offset(); void EndTransfer(); void Init(); void Destroy(); } class GSTextureOGL : public GSTexture { private: GLuint m_texture_id; // the texture id int m_pbo_size; GLuint m_fbo_read; bool m_dirty; bool m_clean; // internal opengl format/type/alignment GLenum m_int_format; GLenum m_int_type; uint32 m_int_alignment; uint32 m_int_shift; GLuint64 m_handles[12]; public: explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read); virtual ~GSTextureOGL(); void Invalidate(); bool Update(const GSVector4i& r, const void* data, int pitch); bool Map(GSMap& m, const GSVector4i* r = NULL); void Unmap(); bool Save(const string& fn, bool dds = false); void Save(const string& fn, const void* image, uint32 pitch); #ifdef ENABLE_OGL_PNG void SavePNG(const string& fn, const void* image, uint32 pitch); #endif void SaveRaw(const string& fn, const void* image, uint32 pitch); bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); } bool IsDss() { return (m_type == GSTexture::DepthStencil); } uint32 GetID() { return m_texture_id; } GLuint64 GetHandle(GLuint sampler_id); bool HasBeenCleaned(); void WasAttached() { m_clean = false; m_dirty = true; } };