rpcsx/rpcs3/Emu/RSX/GL/GLTexture.h
kd-11 45d0e821dc gl: Minor optimizations
rsx: Texture cache - improvements to locking
rsx: Minor optimizations to get_current_vertex_program and begin-end batch flushes
rsx: Optimize texture cache storage
- Manages storage in blocks of 16MB
rsx/vk/gl: Fix swizzled texture input
gl: Hotfix for compressed texture formats
2017-09-21 16:17:06 +03:00

55 lines
1.7 KiB
C++

#include "OpenGL.h"
#include "../GCM.h"
#include "../Common/TextureUtils.h"
namespace rsx
{
class vertex_texture;
class fragment_texture;
}
namespace gl
{
GLenum get_sized_internal_format(u32 gcm_format);
std::tuple<GLenum, GLenum> get_format_type(u32 texture_format);
GLenum wrap_mode(rsx::texture_wrap_mode wrap);
float max_aniso(rsx::texture_max_anisotropy aniso);
GLuint create_texture(u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, rsx::texture_dimension_extended type);
/**
* 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(const GLuint id, const u32 texaddr, const u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, u16 pitch, bool is_swizzled, rsx::texture_dimension_extended type,
std::vector<rsx_subresource_layout>& subresources_layout, std::pair<std::array<u8, 4>, std::array<u8, 4>>& decoded_remap, bool static_state);
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(rsx::fragment_texture& tex);
};
}