GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory. Use it for screenshots and VRAM downloads.
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@@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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@@ -99,3 +99,34 @@ private:
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GLuint m_id;
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};
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class OpenGLDownloadTexture final : public GPUDownloadTexture
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{
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public:
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~OpenGLDownloadTexture() override;
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static std::unique_ptr<OpenGLDownloadTexture> Create(u32 width, u32 height, GPUTexture::Format format, void* memory,
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size_t memory_size, u32 memory_pitch);
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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) override;
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bool Map(u32 x, u32 y, u32 width, u32 height) override;
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void Unmap() override;
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void Flush() override;
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void SetDebugName(std::string_view name) override;
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private:
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OpenGLDownloadTexture(u32 width, u32 height, GPUTexture::Format format, bool imported, GLuint buffer_id,
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u8* cpu_buffer, u32 buffer_size, const u8* map_ptr, u32 map_pitch);
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GLuint m_buffer_id = 0;
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u32 m_buffer_size = 0;
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GLsync m_sync = {};
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// used when buffer storage is not available
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u8* m_cpu_buffer = nullptr;
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};
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