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118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
#pragma once
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#include "OpenGL.h"
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#include "../GCM.h"
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#include "../Common/TextureUtils.h"
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#include "GLHelpers.h"
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namespace rsx
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{
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class vertex_texture;
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class fragment_texture;
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}
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namespace gl
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{
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struct pixel_buffer_layout
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{
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GLenum format;
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GLenum type;
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u8 size;
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bool swap_bytes;
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};
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GLenum get_target(rsx::texture_dimension_extended type);
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GLenum get_sized_internal_format(u32 texture_format);
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std::tuple<GLenum, GLenum> get_format_type(u32 texture_format);
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pixel_buffer_layout get_format_type(texture::internal_format format);
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GLenum wrap_mode(rsx::texture_wrap_mode wrap);
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float max_aniso(rsx::texture_max_anisotropy aniso);
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std::array<GLenum, 4> get_swizzle_remap(u32 texture_format);
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viewable_image* create_texture(u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, rsx::texture_dimension_extended type);
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bool formats_are_bitcast_compatible(GLenum format1, GLenum format2);
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void copy_typeless(texture* dst, const texture* src, const coord3u& dst_region, const coord3u& src_region);
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void copy_typeless(texture* dst, const texture* src);
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/**
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* is_swizzled - determines whether input bytes are in morton order
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* subresources_layout - descriptor of the mipmap levels in memory
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* 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]
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* - layout of vector is in A-R-G-B
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* - second vector contains overrides to force the value to either 0 or 1 instead of reading from texture
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* static_state - set up the texture without consideration for sampler state (useful for vertex textures which have no real sampler state on RSX)
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*/
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void upload_texture(GLuint id, u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, bool is_swizzled, rsx::texture_dimension_extended type,
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const std::vector<rsx_subresource_layout>& subresources_layout);
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class sampler_state
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{
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GLuint samplerHandle = 0;
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std::unordered_map<GLenum, GLuint> m_propertiesi;
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std::unordered_map<GLenum, GLfloat> m_propertiesf;
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public:
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void create()
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{
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glGenSamplers(1, &samplerHandle);
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}
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void remove()
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{
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glDeleteSamplers(1, &samplerHandle);
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}
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void bind(int index) const
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{
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glBindSampler(index, samplerHandle);
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}
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void set_parameteri(GLenum pname, GLuint value)
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{
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auto prop = m_propertiesi.find(pname);
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if (prop != m_propertiesi.end() &&
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prop->second == value)
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{
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return;
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}
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m_propertiesi[pname] = value;
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glSamplerParameteri(samplerHandle, pname, value);
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}
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void set_parameterf(GLenum pname, GLfloat value)
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{
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auto prop = m_propertiesf.find(pname);
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if (prop != m_propertiesf.end() &&
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prop->second == value)
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{
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return;
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}
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m_propertiesf[pname] = value;
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glSamplerParameterf(samplerHandle, pname, value);
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}
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GLuint get_parameteri(GLenum pname)
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{
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auto prop = m_propertiesi.find(pname);
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return (prop == m_propertiesi.end()) ? 0 : prop->second;
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}
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GLfloat get_parameterf(GLenum pname)
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{
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auto prop = m_propertiesf.find(pname);
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return (prop == m_propertiesf.end()) ? 0 : prop->second;
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}
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void apply(const rsx::fragment_texture& tex, const rsx::sampled_image_descriptor_base* sampled_image);
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void apply(const rsx::vertex_texture& tex, const rsx::sampled_image_descriptor_base* sampled_image);
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void apply_defaults(GLenum default_filter = GL_NEAREST);
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};
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extern buffer g_typeless_transfer_buffer;
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}
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