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295 lines
9.8 KiB
C++
295 lines
9.8 KiB
C++
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#pragma once
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#include "common/gsvector.h"
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#include "common/small_string.h"
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#include "common/types.h"
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#include "fmt/format.h"
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#include <algorithm>
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#include <array>
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#include <string_view>
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#include <vector>
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class Error;
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enum class ImageFormat : u8;
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class GPUTexture
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{
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public:
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enum : u32
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{
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MAX_WIDTH = 65535,
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MAX_HEIGHT = 65535,
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MAX_LAYERS = 255,
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MAX_LEVELS = 255,
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MAX_SAMPLES = 255,
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};
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enum class Type : u8
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{
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Texture,
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RenderTarget,
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DepthStencil,
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};
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enum class Format : u8
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{
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Unknown,
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RGBA8,
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BGRA8,
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RGB565,
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RGB5A1,
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A1BGR5,
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R8,
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D16,
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D24S8,
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D32F,
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D32FS8,
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R16,
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R16I,
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R16U,
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R16F,
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R32I,
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R32U,
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R32F,
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RG8,
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RG16,
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RG16F,
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RG32F,
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RGBA16,
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RGBA16F,
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RGBA32F,
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RGB10A2,
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BC1, ///< BC1, aka DXT1 compressed texture
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BC2, ///< BC2, aka DXT2/3 compressed texture
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BC3, ///< BC3, aka DXT4/5 compressed texture
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BC7, ///< BC7, aka BPTC compressed texture
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MaxCount,
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};
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enum class State : u8
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{
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Dirty,
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Cleared,
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Invalidated
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};
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enum class Flags : u8
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{
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None = 0,
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AllowMap = (1 << 0),
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AllowBindAsImage = (1 << 2),
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AllowGenerateMipmaps = (1 << 3),
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AllowMSAAResolveTarget = (1 << 4),
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};
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union ClearValue
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{
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u32 color;
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float depth;
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};
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public:
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GPUTexture(const GPUTexture&) = delete;
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virtual ~GPUTexture();
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static const char* GetFormatName(Format format);
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static u32 GetPixelSize(Format format);
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static bool IsDepthFormat(Format format);
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static bool IsDepthStencilFormat(Format format);
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static bool IsCompressedFormat(Format format);
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static u32 GetBlockSize(Format format);
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static u32 CalcUploadPitch(Format format, u32 width);
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static u32 CalcUploadRowLengthFromPitch(Format format, u32 pitch);
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static u32 CalcUploadSize(Format format, u32 height, u32 pitch);
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static u32 GetFullMipmapCount(u32 width, u32 height);
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static void CopyTextureDataForUpload(u32 width, u32 height, Format format, void* dst, u32 dst_pitch, const void* src,
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u32 src_pitch);
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static Format GetTextureFormatForImageFormat(ImageFormat format);
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static ImageFormat GetImageFormatForTextureFormat(Format format);
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static bool ValidateConfig(u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type, Format format,
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Flags flags, Error* error);
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE u32 GetLayers() const { return m_layers; }
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ALWAYS_INLINE u32 GetLevels() const { return m_levels; }
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ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
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ALWAYS_INLINE Type GetType() const { return m_type; }
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ALWAYS_INLINE Format GetFormat() const { return m_format; }
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ALWAYS_INLINE Flags GetFlags() const { return m_flags; }
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ALWAYS_INLINE bool HasFlag(Flags flag) const { return ((static_cast<u8>(m_flags) & static_cast<u8>(flag)) != 0); }
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ALWAYS_INLINE GSVector2i GetSizeVec() const { return GSVector2i(m_width, m_height); }
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ALWAYS_INLINE GSVector4i GetRect() const
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{
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return GSVector4i(0, 0, static_cast<s32>(m_width), static_cast<s32>(m_height));
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}
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ALWAYS_INLINE bool IsTextureArray() const { return m_layers > 1; }
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ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
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ALWAYS_INLINE u32 GetPixelSize() const { return GetPixelSize(m_format); }
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ALWAYS_INLINE u32 GetMipWidth(u32 level) const { return std::max<u32>(m_width >> level, 1u); }
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ALWAYS_INLINE u32 GetMipHeight(u32 level) const { return std::max<u32>(m_height >> level, 1u); }
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ALWAYS_INLINE State GetState() const { return m_state; }
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ALWAYS_INLINE void SetState(State state) { m_state = state; }
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ALWAYS_INLINE bool IsDirty() const { return (m_state == State::Dirty); }
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ALWAYS_INLINE bool IsClearedOrInvalidated() const { return (m_state != State::Dirty); }
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ALWAYS_INLINE bool IsTexture() const { return (m_type == Type::Texture); }
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ALWAYS_INLINE bool IsRenderTarget() const { return (m_type == Type::RenderTarget); }
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ALWAYS_INLINE bool IsDepthStencil() const { return (m_type == Type::DepthStencil); }
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ALWAYS_INLINE bool IsRenderTargetOrDepthStencil() const
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{
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return (m_type >= Type::RenderTarget && m_type <= Type::DepthStencil);
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}
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ALWAYS_INLINE const ClearValue& GetClearValue() const { return m_clear_value; }
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ALWAYS_INLINE u32 GetClearColor() const { return m_clear_value.color; }
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ALWAYS_INLINE float GetClearDepth() const { return m_clear_value.depth; }
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std::array<float, 4> GetUNormClearColor() const;
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ALWAYS_INLINE void SetClearColor(u32 color)
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{
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m_state = State::Cleared;
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m_clear_value.color = color;
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}
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ALWAYS_INLINE void SetClearDepth(float depth)
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{
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m_state = State::Cleared;
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m_clear_value.depth = depth;
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}
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size_t GetVRAMUsage() const;
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bool IsCompressedFormat() const;
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u32 GetBlockSize() const;
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u32 CalcUploadPitch(u32 width) const;
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u32 CalcUploadRowLengthFromPitch(u32 pitch) const;
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u32 CalcUploadSize(u32 height, u32 pitch) const;
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GPUTexture& operator=(const GPUTexture&) = delete;
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virtual bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0,
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u32 level = 0) = 0;
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virtual bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) = 0;
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virtual void Unmap() = 0;
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virtual void GenerateMipmaps() = 0;
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// Instructs the backend that we're finished rendering to this texture. It may transition it to a new layout.
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virtual void MakeReadyForSampling();
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#if defined(_DEBUG) || defined(_DEVEL)
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virtual void SetDebugName(std::string_view name) = 0;
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template<typename... T>
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void SetDebugName(fmt::format_string<T...> fmt, T&&... args)
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{
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SetDebugName(TinyString::from_vformat(fmt, fmt::make_format_args(args...)));
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}
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#endif
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protected:
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GPUTexture(u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type, Format format, Flags flags);
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static constexpr u32 COMPRESSED_TEXTURE_BLOCK_SIZE = 4;
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u16 m_width = 0;
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u16 m_height = 0;
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u8 m_layers = 0;
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u8 m_levels = 0;
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u8 m_samples = 0;
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Type m_type = Type::Texture;
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Format m_format = Format::Unknown;
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Flags m_flags = Flags::None;
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State m_state = State::Dirty;
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ClearValue m_clear_value = {};
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};
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IMPLEMENT_ENUM_CLASS_BITWISE_OPERATORS(GPUTexture::Flags);
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class GPUDownloadTexture
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{
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public:
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GPUDownloadTexture(u32 width, u32 height, GPUTexture::Format format, bool is_imported);
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virtual ~GPUDownloadTexture();
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/// Basically, this has dimensions only because of DX11.
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ALWAYS_INLINE u32 GetWidth() const { return m_width; }
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ALWAYS_INLINE u32 GetHeight() const { return m_height; }
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ALWAYS_INLINE GPUTexture::Format GetFormat() const { return m_format; }
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ALWAYS_INLINE bool NeedsFlush() const { return m_needs_flush; }
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ALWAYS_INLINE bool IsMapped() const { return (m_map_pointer != nullptr); }
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ALWAYS_INLINE bool IsImported() const { return m_is_imported; }
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ALWAYS_INLINE const u8* GetMapPointer() const { return m_map_pointer; }
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ALWAYS_INLINE u32 GetMapPitch() const { return m_current_pitch; }
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/// Calculates the pitch of a transfer.
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u32 GetTransferPitch(u32 width, u32 pitch_align) const;
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/// Calculates the size of the data you should transfer.
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void GetTransferSize(u32 x, u32 y, u32 width, u32 height, u32 pitch, u32* copy_offset, u32* copy_size,
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u32* copy_rows) const;
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/// Queues a copy from the specified texture to this buffer.
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/// Does not complete immediately, you should flush before accessing the buffer.
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/// use_transfer_pitch should be true if there's only a single texture being copied to this buffer before
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/// it will be used. This allows the image to be packed tighter together, and buffer reuse.
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virtual void CopyFromTexture(u32 dst_x, u32 dst_y, GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height,
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u32 src_layer, u32 src_level, bool use_transfer_pitch = true) = 0;
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/// Maps the texture into the CPU address space, enabling it to read the contents.
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/// The Map call may not perform synchronization. If the contents of the staging texture
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/// has been updated by a CopyFromTexture() call, you must call Flush() first.
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/// If persistent mapping is supported in the backend, this may be a no-op.
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virtual bool Map(u32 x, u32 y, u32 width, u32 height) = 0;
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/// Unmaps the CPU-readable copy of the texture. May be a no-op on backends which
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/// support persistent-mapped buffers.
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virtual void Unmap() = 0;
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/// Flushes pending writes from the CPU to the GPU, and reads from the GPU to the CPU.
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/// This may cause a command buffer submit depending on if one has occurred between the last
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/// call to CopyFromTexture() and the Flush() call.
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virtual void Flush() = 0;
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#if defined(_DEBUG) || defined(_DEVEL)
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/// Sets object name that will be displayed in graphics debuggers.
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virtual void SetDebugName(std::string_view name) = 0;
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template<typename... T>
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void SetDebugName(fmt::format_string<T...> fmt, T&&... args)
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{
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SetDebugName(TinyString::from_vformat(fmt, fmt::make_format_args(args...)));
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}
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#endif
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/// Reads the specified rectangle from the staging texture to out_ptr, with the specified stride
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/// (length in bytes of each row). CopyFromTexture() must be called first. The contents of any
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/// texels outside of the rectangle used for CopyFromTexture is undefined.
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bool ReadTexels(u32 x, u32 y, u32 width, u32 height, void* out_ptr, u32 out_stride);
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/// Returns what the size of the specified texture would be, in bytes.
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static u32 GetBufferSize(u32 width, u32 height, GPUTexture::Format format, u32 pitch_align = 1);
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protected:
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u32 m_width;
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u32 m_height;
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GPUTexture::Format m_format;
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const u8* m_map_pointer = nullptr;
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u32 m_current_pitch = 0;
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bool m_is_imported = false;
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bool m_needs_flush = false;
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};
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