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https://github.com/dolphin-emu/dolphin.git
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8e4b2565cd
Lets us collapse the namespacing and make the specialization a little less noisy.
96 lines
2.6 KiB
C++
96 lines
2.6 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstddef>
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#include <functional>
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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enum class AbstractTextureFormat : u32
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{
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RGBA8,
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BGRA8,
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RGB10_A2,
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RGBA16F,
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DXT1,
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DXT3,
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DXT5,
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BPTC,
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R16,
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D16,
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D24_S8,
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R32F,
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D32F,
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D32F_S8,
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Undefined
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};
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enum class StagingTextureType
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{
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Readback, // Optimize for CPU reads, GPU writes, no CPU writes
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Upload, // Optimize for CPU writes, GPU reads, no CPU reads
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Mutable // Optimize for CPU reads, GPU writes, allow slow CPU reads
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};
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enum AbstractTextureFlag : u32
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{
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AbstractTextureFlag_RenderTarget = (1 << 0), // Texture is used as a framebuffer.
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AbstractTextureFlag_ComputeImage = (1 << 1), // Texture is used as a compute image.
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};
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enum class AbstractTextureType
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{
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Texture_2DArray, // Used as a 2D texture array
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Texture_2D, // Used as a normal 2D texture
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Texture_CubeMap, // Used as a cube map texture
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};
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struct TextureConfig
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{
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constexpr TextureConfig() = default;
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constexpr TextureConfig(u32 width_, u32 height_, u32 levels_, u32 layers_, u32 samples_,
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AbstractTextureFormat format_, u32 flags_, AbstractTextureType type_)
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: width(width_), height(height_), levels(levels_), layers(layers_), samples(samples_),
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format(format_), flags(flags_), type(type_)
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{
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}
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bool operator==(const TextureConfig& o) const;
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bool operator!=(const TextureConfig& o) const;
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MathUtil::Rectangle<int> GetRect() const;
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MathUtil::Rectangle<int> GetMipRect(u32 level) const;
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size_t GetStride() const;
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size_t GetMipStride(u32 level) const;
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bool IsMultisampled() const { return samples > 1; }
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bool IsRenderTarget() const { return (flags & AbstractTextureFlag_RenderTarget) != 0; }
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bool IsComputeImage() const { return (flags & AbstractTextureFlag_ComputeImage) != 0; }
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u32 width = 0;
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u32 height = 0;
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u32 levels = 1;
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u32 layers = 1;
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u32 samples = 1;
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AbstractTextureFormat format = AbstractTextureFormat::RGBA8;
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u32 flags = 0;
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AbstractTextureType type = AbstractTextureType::Texture_2DArray;
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};
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template <>
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struct std::hash<TextureConfig>
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{
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using argument_type = TextureConfig;
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using result_type = size_t;
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result_type operator()(const argument_type& c) const noexcept
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{
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const u64 id = static_cast<u64>(c.flags) << 58 | static_cast<u64>(c.format) << 50 |
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static_cast<u64>(c.layers) << 48 | static_cast<u64>(c.levels) << 32 |
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static_cast<u64>(c.height) << 16 | static_cast<u64>(c.width);
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return std::hash<u64>{}(id);
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}
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};
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