pcsx2/plugins/GSdx/GSTextureOGL.h

82 lines
2.2 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 "GSTexture.h"
// FIXME find the optimal number of PBO
#define PBO_POOL_SIZE 4
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
uint32 m_pbo_id;
int m_pbo_size;
GLuint m_fbo_read;
// 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();
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);
void SaveRaw(const string& fn, const void* image, uint32 pitch);
void Clear(const void *data);
void EnableUnit();
bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); }
bool IsDss() { return (m_type == GSTexture::DepthStencil); }
GLuint GetID() { return m_texture_id; }
GLuint64 GetHandle(GLuint sampler_id);
};