obs-StreamFX/source/gs-mipmapper.h
Michael Fabian Dirks 88cc142afb gs, effects: Anisotropic Mipmapper Class
End goal of this is to be an anisotropic filtering purely on the GPU without any actual mipmaps in the graphics subsystem. The basic idea behind it is that we can create all possible mipmaps in a twice as big texture as the original and then can efficiently render it no matter the GPU features as it will only consume one sampler.

The texture that it outputs will have both horizontal, vertical and full mipmaps in it. Horizontal mipmaps reduce Width, Vertical mipmaps reduce Height and full mipmaps reduce both. This means that LoD levels are both possible in the X and Y direction, allowing for much greater precision mipmapping on all GPUs.

This is a temporary solution until we can directly copy updated textures to a mipmap level.
2017-09-18 00:05:54 +02:00

45 lines
1.2 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 "gs-vertexbuffer.h"
#include "gs-rendertarget.h"
#include "gs-texture.h"
extern "C" {
#pragma warning (push)
#pragma warning (disable: 4201)
#include "libobs/graphics/graphics.h"
#pragma warning (pop)
}
namespace GS {
class MipMapper {
public:
MipMapper();
~MipMapper();
gs_texture_t* Render(gs_texture_t*);
private:
GS::VertexBuffer m_vb;
GS::RenderTarget m_rt;
GS::Texture m_buf;
};
}