mirror of https://github.com/PCSX2/pcsx2.git
89 lines
2.4 KiB
C++
89 lines
2.4 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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namespace PboPool {
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inline void BindPbo();
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inline void UnbindPbo();
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inline void Sync();
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inline char* Map(uint32 size);
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inline void Unmap();
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inline uptr Offset();
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inline void EndTransfer();
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void Init();
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void Destroy();
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}
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class GSTextureOGL final : 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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GLuint m_fbo_read;
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bool m_clean;
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bool m_generate_mipmap;
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uint8* m_local_buffer;
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// Avoid alignment constrain
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//GSVector4i m_r;
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int m_r_x;
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int m_r_y;
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int m_r_w;
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int m_r_h;
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int m_layer;
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int m_max_layer;
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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_shift;
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// Allow to track size of allocated memory
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uint32 m_mem_usage;
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public:
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explicit GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap);
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virtual ~GSTextureOGL();
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bool Update(const GSVector4i& r, const void* data, int pitch, int layer = 0) final;
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bool Map(GSMap& m, const GSVector4i* r = NULL, int layer = 0) final;
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void Unmap() final;
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void GenerateMipmap() final;
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bool Save(const std::string& fn, bool dds = false) final;
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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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uint32 GetID() final { return m_texture_id; }
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bool HasBeenCleaned() { return m_clean; }
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void WasAttached() { m_clean = false; }
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void WasCleaned() { m_clean = true; }
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void Clear(const void* data);
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void Clear(const void* data, const GSVector4i& area);
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uint32 GetMemUsage();
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};
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