#include "OpenGL.h" #include "../GCM.h" #include "../Common/TextureUtils.h" #include "GLHelpers.h" namespace rsx { class vertex_texture; class fragment_texture; } namespace gl { GLenum get_target(rsx::texture_dimension_extended type); GLenum get_sized_internal_format(u32 gcm_format); std::tuple get_format_type(u32 texture_format); std::tuple get_format_type(texture::internal_format format); GLenum wrap_mode(rsx::texture_wrap_mode wrap); float max_aniso(rsx::texture_max_anisotropy aniso); std::array get_swizzle_remap(u32 texture_format); viewable_image* create_texture(u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, rsx::texture_dimension_extended type); void copy_typeless(texture* dst, const texture* src); /** * is_swizzled - determines whether input bytes are in morton order * subresources_layout - descriptor of the mipmap levels in memory * decoded_remap - two vectors, first one contains index to read, e.g if v[0] = 1 then component 0[A] in the texture should read as component 1[R] * - layout of vector is in A-R-G-B * - second vector contains overrides to force the value to either 0 or 1 instead of reading from texture * static_state - set up the texture without consideration for sampler state (useful for vertex textures which have no real sampler state on RSX) */ void upload_texture(GLuint id, u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, bool is_swizzled, rsx::texture_dimension_extended type, const std::vector& subresources_layout); class sampler_state { GLuint samplerHandle = 0; public: void create() { glGenSamplers(1, &samplerHandle); } void remove() { glDeleteSamplers(1, &samplerHandle); } void bind(int index) { glBindSampler(index, samplerHandle); } void apply(const rsx::fragment_texture& tex, const rsx::sampled_image_descriptor_base* sampled_image); void apply(const rsx::vertex_texture& tex, const rsx::sampled_image_descriptor_base* sampled_image); void apply_defaults(); }; }