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

40 lines
1.5 KiB
C++

// AUTOGENERATED COPYRIGHT HEADER START
// Copyright (C) 2022-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
// AUTOGENERATED COPYRIGHT HEADER END
#pragma once
#include "common.hpp"
#include "gfx/gfx-util.hpp"
#include "obs/gs/gs-effect.hpp"
#include "obs/gs/gs-rendertarget.hpp"
#include "obs/gs/gs-texture.hpp"
#include "obs/gs/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 streamfx::gfx {
class mipmapper {
std::unique_ptr<streamfx::obs::gs::rendertarget> _rt;
streamfx::obs::gs::effect _effect;
std::shared_ptr<streamfx::gfx::util> _gfx_util;
public:
~mipmapper();
mipmapper();
uint32_t calculate_max_mip_level(uint32_t width, uint32_t height);
void rebuild(std::shared_ptr<streamfx::obs::gs::texture> source, std::shared_ptr<streamfx::obs::gs::texture> target);
};
} // namespace streamfx::gfx