40 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
| // AUTOGENERATED COPYRIGHT HEADER START
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| // Copyright (C) 2022-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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| // AUTOGENERATED COPYRIGHT HEADER END
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| 
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| #pragma once
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| #include "common.hpp"
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| #include "gfx/gfx-util.hpp"
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| #include "obs/gs/gs-effect.hpp"
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| #include "obs/gs/gs-rendertarget.hpp"
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| #include "obs/gs/gs-texture.hpp"
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| #include "obs/gs/gs-vertexbuffer.hpp"
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| 
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| /* gs::mipmapper is an attempt at adding dynamic mip-map generation to a software
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|  *  which only supports static mip-maps. It is effectively an incredibly bad hack
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|  *  instead of a proper solution - can break any time and likely already has.
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|  *
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|  * Needless to say, dynamic mip-map generation costs a lot of GPU time, especially
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|  *  when things need to be synchronized. In the ideal case we would just render 
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|  *  straight to the mip level, but this is not possible in DirectX 11 and OpenGL.
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|  * 
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|  * So instead we render to a render target and copy from there to the actual
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|  *  resource. Super wasteful, but what else can we actually do?
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|  */
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| 
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| namespace streamfx::gfx {
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| 	class mipmapper {
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| 		std::unique_ptr<streamfx::obs::gs::rendertarget> _rt;
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| 		streamfx::obs::gs::effect                        _effect;
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| 		std::shared_ptr<streamfx::gfx::util>             _gfx_util;
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| 
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| 		public:
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| 		~mipmapper();
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| 		mipmapper();
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| 
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| 		uint32_t calculate_max_mip_level(uint32_t width, uint32_t height);
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| 
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| 		void rebuild(std::shared_ptr<streamfx::obs::gs::texture> source, std::shared_ptr<streamfx::obs::gs::texture> target);
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| 	};
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| } // namespace streamfx::gfx
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