46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2017-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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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-texrender.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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/* 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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namespace streamfx::gfx {
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enum class mip_generator : uint8_t {
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LINEAR,
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MAGIC_KERNEL_2011,
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MAGIC_KERNEL_SHARP_PLUS_2021,
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};
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class mipmapper {
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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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public:
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~mipmapper();
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mipmapper();
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uint32_t calculate_max_mip_level(uint32_t width, uint32_t height);
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void rebuild(std::shared_ptr<streamfx::obs::gs::texture> source, std::shared_ptr<streamfx::obs::gs::texture> target, mip_generator generator = mip_generator::LINEAR);
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};
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} // namespace streamfx::gfx
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