rpcs3/rpcs3/Emu/RSX/GL/GLTexture.h
kd-11 fa55a8072c rsx: Improve vertex textures support
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
2018-07-12 18:02:28 +03:00

64 lines
2.3 KiB
C++

#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<GLenum, GLenum> get_format_type(u32 texture_format);
std::tuple<GLenum, GLenum, bool> 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<GLenum, 4> get_swizzle_remap(u32 texture_format);
texture* create_texture(u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, rsx::texture_dimension_extended type, rsx::texture_colorspace colorspace);
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 texaddr, u32 gcm_format, u16 width, u16 height, u16 depth, u16 mipmaps, bool is_swizzled, rsx::texture_dimension_extended type,
const std::vector<rsx_subresource_layout>& subresources_layout, const std::pair<std::array<u8, 4>, std::array<u8, 4>>& decoded_remap, bool static_state,
rsx::texture_colorspace colorspace);
std::array<GLenum, 4> apply_swizzle_remap(const std::array<GLenum, 4>& swizzle_remap, const std::pair<std::array<u8, 4>, std::array<u8, 4>>& decoded_remap);
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);
};
}