Add function TextureUtils::copyToTexture which allows to copy a given ColorBuffer to a GX2Texture

This commit is contained in:
Maschell 2019-03-01 19:23:21 +01:00
parent e647925e50
commit c29e3e77cd
2 changed files with 48 additions and 0 deletions

View File

@ -64,6 +64,53 @@ void TextureUtils::drawTexture(GX2Texture * texture, GX2Sampler* sampler, float
Texture2DShader::instance()->draw();
}
void TextureUtils::copyToTexture(GX2ColorBuffer* sourceBuffer, GX2Texture * target) {
if(sourceBuffer == NULL || target == NULL) {
return;
}
if (sourceBuffer->surface.aa == GX2_AA_MODE_1X) {
// If AA is disabled, we can simply use GX2CopySurface.
GX2CopySurface(&sourceBuffer->surface,
sourceBuffer->view_mip,
sourceBuffer->view_first_slice,
&target->surface, 0, 0);
GX2DrawDone();
} else {
// If AA is enabled, we need to resolve the AA buffer.
// Allocate surface to resolve buffer onto
GX2Surface tempSurface;
tempSurface = sourceBuffer->surface;
tempSurface.aa = GX2_AA_MODE_1X;
GX2CalcSurfaceSizeAndAlignment(&tempSurface);
tempSurface.image_data = MemoryUtils::alloc(
tempSurface.image_size,
tempSurface.align
);
if(tempSurface.image_data == NULL) {
DEBUG_FUNCTION_LINE("VideoSquoosher: failed to allocate AA surface\n");
if(target->surface.image_data != NULL) {
MemoryUtils::free(target->surface.image_data);
target->surface.image_data = NULL;
}
return;
}
// Resolve, then copy result to target
GX2ResolveAAColorBuffer(sourceBuffer,&tempSurface, 0, 0);
GX2CopySurface(&tempSurface, 0, 0,&target->surface, 0, 0);
if(tempSurface.image_data != NULL) {
MemoryUtils::free(tempSurface.image_data);
tempSurface.image_data = NULL;
}
GX2DrawDone();
GX2Invalidate(GX2_INVALIDATE_CPU, target->surface.image_data, target->surface.image_size);
}
}
bool TextureUtils::convertImageToTexture(const uint8_t *img, int32_t imgSize, void * _texture){
if(!img || (imgSize < 8) || _texture == NULL){
return false;

View File

@ -24,6 +24,7 @@ class TextureUtils {
public:
static bool convertImageToTexture(const uint8_t *img, int32_t imgSize, void * texture);
static void drawTexture(GX2Texture * texture, GX2Sampler* sampler, float x, float y, int32_t width, int32_t height, float alpha);
static void copyToTexture(GX2ColorBuffer* sourceBuffer, GX2Texture * target);
private:
TextureUtils() {}
~TextureUtils() {}