#pragma once #include "../RSXTexture.h" #include #include "Utilities/GSL.h" namespace rsx { enum texture_upload_context { shader_read = 0, blit_engine_src = 1, blit_engine_dst = 2, framebuffer_storage = 3 }; //Sampled image descriptor struct sampled_image_descriptor_base { texture_upload_context upload_context = texture_upload_context::shader_read; rsx::texture_dimension_extended image_type = texture_dimension_extended::texture_dimension_2d; bool is_depth_texture = false; f32 scale_x = 1.f; f32 scale_y = 1.f; }; } struct rsx_subresource_layout { gsl::span data; u16 width_in_block; u16 height_in_block; u16 depth; u32 pitch_in_bytes; }; /** * Get size to store texture in a linear fashion. * Storage is assumed to use a rowPitchAlignement boundary for every row of texture. */ size_t get_placed_texture_storage_size(u16 width, u16 height, u32 depth, u8 format, u16 mipmap, bool cubemap, size_t row_pitch_alignement, size_t mipmap_alignment); size_t get_placed_texture_storage_size(const rsx::fragment_texture &texture, size_t row_pitch_alignement, size_t mipmap_alignment = 0x200); size_t get_placed_texture_storage_size(const rsx::vertex_texture &texture, size_t row_pitch_alignement, size_t mipmap_alignment = 0x200); /** * get all rsx_subresource_layout for texture. * The subresources are ordered per layer then per mipmap level (as in rsx memory). */ std::vector get_subresources_layout(const rsx::fragment_texture &texture); std::vector get_subresources_layout(const rsx::vertex_texture &texture); void upload_texture_subresource(gsl::span dst_buffer, const rsx_subresource_layout &src_layout, int format, bool is_swizzled, size_t dst_row_pitch_multiple_of); u8 get_format_block_size_in_bytes(int format); u8 get_format_block_size_in_texel(int format); u8 get_format_block_size_in_bytes(rsx::surface_color_format format); /** * Get number of bytes occupied by texture in RSX mem */ size_t get_texture_size(const rsx::fragment_texture &texture); size_t get_texture_size(const rsx::vertex_texture &texture);