pcsx2/plugins/GSdx/Renderers/OpenGL/GSTextureOGL.h

89 lines
2.4 KiB
C++

/*
* 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 "Renderers/Common/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
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();
};