mirror of https://github.com/PCSX2/pcsx2.git
82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSTexture.h"
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// FIXME find the optimal number of PBO
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#define PBO_POOL_SIZE 8
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namespace PboPool {
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void BindPbo();
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void UnbindPbo();
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void NextPbo();
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char* Map(uint32 size);
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void MapAll();
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void Unmap();
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void UnmapAll();
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uint32 Offset();
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void EndTransfer();
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void Init();
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void Destroy();
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}
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class GSTextureOGL : public GSTexture
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{
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private:
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GLuint m_texture_id; // the texture id
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int m_pbo_size;
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GLuint m_fbo_read;
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bool m_dirty;
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// internal opengl format/type/alignment
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GLenum m_int_format;
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GLenum m_int_type;
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uint32 m_int_alignment;
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uint32 m_int_shift;
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GLuint64 m_handles[12];
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public:
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explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read);
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virtual ~GSTextureOGL();
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void Invalidate();
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(GSMap& m, const GSVector4i* r = NULL);
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void Unmap();
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bool Save(const string& fn, bool dds = false);
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void Save(const string& fn, const void* image, uint32 pitch);
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#ifdef ENABLE_OGL_PNG
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void SavePNG(const string& fn, const void* image, uint32 pitch);
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#endif
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void SaveRaw(const string& fn, const void* image, uint32 pitch);
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bool IsBackbuffer() { return (m_type == GSTexture::Backbuffer); }
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bool IsDss() { return (m_type == GSTexture::DepthStencil); }
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GLuint GetID() { return m_texture_id; }
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GLuint64 GetHandle(GLuint sampler_id);
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};
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