obs-StreamFX/source/obs/gs/gs-mipmapper.hpp

52 lines
1.9 KiB
C++

/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#pragma once
#include "common.hpp"
#include "gs-effect.hpp"
#include "gs-rendertarget.hpp"
#include "gs-texture.hpp"
#include "gs-vertexbuffer.hpp"
/* gs::mipmapper is an attempt at adding dynamic mip-map generation to a software
* which only supports static mip-maps. It is effectively an incredibly bad hack
* instead of a proper solution - can break any time and likely already has.
*
* Needless to say, dynamic mip-map generation costs a lot of GPU time, especially
* when things need to be synchronized. In the ideal case we would just render
* straight to the mip level, but this is not possible in DirectX 11 and OpenGL.
*
* So instead we render to a render target and copy from there to the actual
* resource. Super wasteful, but what else can we actually do?
*/
namespace gs {
class mipmapper {
std::unique_ptr<gs::vertex_buffer> _vb;
std::unique_ptr<gs::rendertarget> _rt;
gs::effect _effect;
public:
~mipmapper();
mipmapper();
void rebuild(std::shared_ptr<gs::texture> source, std::shared_ptr<gs::texture> target);
};
} // namespace gs