File: GSTextureOGL.cpp

package info (click to toggle)
pcsx2 1.4.0%2Bdfsg-2
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 22,172 kB
  • ctags: 40,348
  • sloc: cpp: 232,892; ansic: 22,912; asm: 2,273; lisp: 1,346; sh: 561; perl: 253; makefile: 113; xml: 69
file content (610 lines) | stat: -rw-r--r-- 16,446 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
/*
 *	Copyright (C) 2011-2011 Gregory hainaut
 *	Copyright (C) 2007-2009 Gabest
 *
 *  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, 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 GNU Make; see the file COPYING.  If not, write to
 *  the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA USA.
 *  http://www.gnu.org/copyleft/gpl.html
 *
 */

#include "stdafx.h"
#include <limits.h>
#include "GSTextureOGL.h"
#include "GLState.h"
#include "GSPng.h"

#ifdef ENABLE_OGL_DEBUG_MEM_BW
extern uint64 g_real_texture_upload_byte;
#endif

// FIXME find the optimal number of PBO
#define PBO_POOL_SIZE 8

// FIXME OGL4: investigate, only 1 unpack buffer always bound
namespace PboPool {

	GLuint m_pool[PBO_POOL_SIZE];
	uint32 m_offset[PBO_POOL_SIZE];
	char*  m_map[PBO_POOL_SIZE];
	uint32 m_current_pbo = 0;
	uint32 m_size;
	bool   m_texture_storage;
	GLsync m_fence[PBO_POOL_SIZE];
	const uint32 m_pbo_size = 8*1024*1024;

	// Option for buffer storage
	// XXX: actually does I really need coherent and barrier???
	// As far as I understand glTexSubImage2D is a client-server transfer so no need to make
	// the value visible to the server
	const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
	const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
	const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;

	// Perf impact (test was only done on a gs dump):
	// Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to
	//	GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO
	//	memory as the source for buffer object operations.
	//
	// Persistent (slower): Message:Buffer detailed info: Buffer object 8
	//	(bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW)
	//	will use DMA CACHED memory as the source for buffer object operations
	void Init() {
		glGenBuffers(countof(m_pool), m_pool);
		m_texture_storage  = GLLoader::found_GL_ARB_buffer_storage;
		// Code is really faster on MT driver. So far only nvidia support it
		if (!GLLoader::nvidia_buggy_driver)
			m_texture_storage  &= (theApp.GetConfig("ogl_texture_storage", 0) == 1);

		for (size_t i = 0; i < countof(m_pool); i++) {
			BindPbo();

			if (m_texture_storage) {
				glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
				m_map[m_current_pbo] = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
				m_fence[m_current_pbo] = 0;
			} else {
				glBufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
				m_map[m_current_pbo] = NULL;
			}

			NextPbo();
		}
		UnbindPbo();
	}

	char* Map(uint32 size) {
		char* map;
		m_size = size;

		if (m_size > m_pbo_size) {
			fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size);
		}

		if (m_texture_storage) {
			if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
				//NextPbo(); // For test purpose
				NextPboWithSync();
			}

			// Note: texsubimage will access currently bound buffer
			// Pbo ready let's get a pointer
			BindPbo();

			map = m_map[m_current_pbo] + m_offset[m_current_pbo];

		} else {
			GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;

			if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
				NextPbo();

				flags &= ~GL_MAP_INVALIDATE_RANGE_BIT;
				flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
			}

			// Pbo ready let's get a pointer
			BindPbo();

			// Be sure the map is aligned
			map = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
		}

		return map;
	}

	void Unmap() {
		if (m_texture_storage) {
			glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size);
		} else {
			glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
		}
	}

	uint32 Offset() {
		return m_offset[m_current_pbo];
	}

	void Destroy() {
		if (m_texture_storage) {
			for (size_t i = 0; i < countof(m_pool); i++) {
				m_map[i] = NULL;
				m_offset[i] = 0;
				glDeleteSync(m_fence[i]);

				// Don't know if we must do it
				glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]);
				glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
			}
			glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
		}
		glDeleteBuffers(countof(m_pool), m_pool);
	}

	void BindPbo() {
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]);
	}

	void NextPbo() {
		m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1);
		// Mark new PBO as free
		m_offset[m_current_pbo] = 0;
	}

	void NextPboWithSync() {
		m_fence[m_current_pbo] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
		NextPbo();
		if (m_fence[m_current_pbo]) {
#ifdef ENABLE_OGL_DEBUG_FENCE
			GLenum status = glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
#else
			glClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
#endif
			glDeleteSync(m_fence[m_current_pbo]);
			m_fence[m_current_pbo] = 0;

#ifdef ENABLE_OGL_DEBUG_FENCE
			if (status != GL_ALREADY_SIGNALED) {
				fprintf(stderr, "GL_PIXEL_UNPACK_BUFFER: Sync Sync! Buffer too small\n");
			}
#endif
		}
	}

	void UnbindPbo() {
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
	}

	void EndTransfer() {
		// Note: keep offset aligned for SSE/AVX
		m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
	}
}

// FIXME: check if it possible to always use those setup by default
// glPixelStorei(GL_PACK_ALIGNMENT, 1);
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
	: m_pbo_size(0), m_dirty(false), m_clean(false), m_local_buffer(NULL)
{
	// OpenGL didn't like dimensions of size 0
	m_size.x = max(1,w);
	m_size.y = max(1,h);
	m_format = format;
	m_type   = type;
	m_fbo_read = fbo_read;
	m_texture_id = 0;

	// Bunch of constant parameter
	switch (m_format) {
			// 1 Channel integer
		case GL_R32UI:
		case GL_R32I:
			m_int_format    = GL_RED_INTEGER;
			m_int_type      = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_INT;
			m_int_alignment = 4;
			m_int_shift     = 2;
			break;
		case GL_R16UI:
			m_int_format    = GL_RED_INTEGER;
			m_int_type      = GL_UNSIGNED_SHORT;
			m_int_alignment = 2;
			m_int_shift     = 1;
			break;

			// 1 Channel normalized
		case GL_R8:
			m_int_format    = GL_RED;
			m_int_type      = GL_UNSIGNED_BYTE;
			m_int_alignment = 1;
			m_int_shift     = 0;
			break;

			// 4 channel normalized
		case GL_RGBA16:
			m_int_format    = GL_RGBA;
			m_int_type      = GL_UNSIGNED_SHORT;
			m_int_alignment = 8;
			m_int_shift     = 3;
			break;
		case GL_RGBA8:
			m_int_format    = GL_RGBA;
			m_int_type      = GL_UNSIGNED_BYTE;
			m_int_alignment = 4;
			m_int_shift     = 2;
			break;

			// 4 channel integer
		case GL_RGBA16I:
		case GL_RGBA16UI:
			m_int_format    = GL_RGBA_INTEGER;
			m_int_type      = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT;
			m_int_alignment = 8;
			m_int_shift     = 3;
			break;

			// 4 channel float
		case GL_RGBA32F:
			m_int_format    = GL_RGBA;
			m_int_type      = GL_FLOAT;
			m_int_alignment = 16;
			m_int_shift     = 4;
			break;
		case GL_RGBA16F:
			m_int_format    = GL_RGBA;
			m_int_type      = GL_HALF_FLOAT;
			m_int_alignment = 8;
			m_int_shift     = 3;
			break;

			// Special
		case 0:
		case GL_DEPTH32F_STENCIL8:
			// Backbuffer & dss aren't important
			m_int_format    = 0;
			m_int_type      = 0;
			m_int_alignment = 0;
			m_int_shift     = 0;
			break;
		default:
			ASSERT(0);
	}

	// Generate & Allocate the buffer
	switch (m_type) {
		case GSTexture::Offscreen:
			// 8B is the worst case for depth/stencil
			// FIXME I think it is only used for color. So you can save half of the size
			m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
		case GSTexture::Texture:
		case GSTexture::RenderTarget:
		case GSTexture::DepthStencil:
			glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
			glTextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
			if (m_format == GL_R8) {
				// Emulate DX behavior, beside it avoid special code in shader to differentiate
				// palette texture from a GL_RGBA target or a GL_R texture.
				glTextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED);
			}
			break;
		case GSTexture::Backbuffer:
		default:
			break;
	}
}

GSTextureOGL::~GSTextureOGL()
{
	/* Unbind the texture from our local state */

	if (m_texture_id == GLState::rt)
		GLState::rt = 0;
	if (m_texture_id == GLState::ds)
		GLState::ds = 0;
	for (size_t i = 0; i < countof(GLState::tex_unit); i++) {
		if (m_texture_id == GLState::tex_unit[i])
			GLState::tex_unit[i] = 0;
	}

	glDeleteTextures(1, &m_texture_id);

	if (m_local_buffer)
		_aligned_free(m_local_buffer);
}

void GSTextureOGL::Invalidate()
{
	if (m_dirty && glInvalidateTexImage) {
		glInvalidateTexImage(m_texture_id, GL_TEX_LEVEL_0);
		m_dirty = false;
	}
}

bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
{
	ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
	GL_PUSH("Upload Texture %d", m_texture_id);

	m_dirty = true;
	m_clean = false;

	glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);

	char* src = (char*)data;
	uint32 row_byte = r.width() << m_int_shift;
	uint32 map_size = r.height() * row_byte;
	char* map = PboPool::Map(map_size);

#ifdef ENABLE_OGL_DEBUG_MEM_BW
	g_real_texture_upload_byte += map_size;
#endif

	// PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch
	// Note: row_byte != pitch
	for (int h = 0; h < r.height(); h++) {
		memcpy(map, src, row_byte);
		map += row_byte;
		src += pitch;
	}

	PboPool::Unmap();

	glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());

	// FIXME OGL4: investigate, only 1 unpack buffer always bound
	PboPool::UnbindPbo();

	PboPool::EndTransfer();

	GL_POP();
	return true;

	// For reference, standard upload without pbo (Used to crash on FGLRX)
#if 0
	// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
	glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);

	glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);

	// FIXME useful?
	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior

	return true;
#endif
}

bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
{
	// LOTS OF CRAP CODE!!!! PLEASE FIX ME !!!
	if (m_type != GSTexture::Offscreen) return false;

	// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
	// architecture is waiting the data right now.

#if 0
	// Maybe it is as good as the code below. I don't know

	glGetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer);

#else

	// Bind the texture to the read framebuffer to avoid any disturbance
	glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
	glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);

	glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
	glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, m_local_buffer);
	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);

#endif

	m.bits = m_local_buffer;
	m.pitch = m_size.x << m_int_shift;

	return true;
}

void GSTextureOGL::Unmap()
{
}

#ifndef _WINDOWS

#pragma pack(push, 1)

struct BITMAPFILEHEADER
{
	uint16 bfType;
	uint32 bfSize;
	uint16 bfReserved1;
	uint16 bfReserved2;
	uint32 bfOffBits;
};

struct BITMAPINFOHEADER
{
	uint32 biSize;
	int32 biWidth;
	int32 biHeight;
	uint16 biPlanes;
	uint16 biBitCount;
	uint32 biCompression;
	uint32 biSizeImage;
	int32 biXPelsPerMeter;
	int32 biYPelsPerMeter;
	uint32 biClrUsed;
	uint32 biClrImportant;
};

#define BI_RGB 0

#pragma pack(pop)

#endif
void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch)
{
	// Build a BMP file
	FILE* fp = fopen(fn.c_str(), "wb");
	if (fp == NULL)
		return;

	BITMAPINFOHEADER bih;

	memset(&bih, 0, sizeof(bih));

	bih.biSize = sizeof(bih);
	bih.biWidth = m_size.x;
	bih.biHeight = m_size.y;
	bih.biPlanes = 1;
	bih.biBitCount = 32;
	bih.biCompression = BI_RGB;
	bih.biSizeImage = m_size.x * m_size.y << 2;

	BITMAPFILEHEADER bfh;

	memset(&bfh, 0, sizeof(bfh));

	uint8* bfType = (uint8*)&bfh.bfType;

	// bfh.bfType = 'MB';
	bfType[0] = 0x42;
	bfType[1] = 0x4d;
	bfh.bfOffBits = sizeof(bfh) + sizeof(bih);
	bfh.bfSize = bfh.bfOffBits + bih.biSizeImage;
	bfh.bfReserved1 = bfh.bfReserved2 = 0;

	fwrite(&bfh, 1, sizeof(bfh), fp);
	fwrite(&bih, 1, sizeof(bih), fp);

	uint8* data = (uint8*)image + (m_size.y - 1) * pitch;

	for(int h = m_size.y; h > 0; h--, data -= pitch)
	{
		if (false && IsDss()) {
			// Only get the depth and convert it to an integer
			uint8* better_data = data;
			for (int w = m_size.x; w > 0; w--, better_data += 8) {
				float* input = (float*)better_data;
				// FIXME how to dump 32 bits value into 8bits component color
				GLuint depth_integer = (GLuint)(*input * (float)UINT_MAX);
				uint8 r = (depth_integer >>  0) & 0xFF;
				uint8 g = (depth_integer >>  8) & 0xFF;
				uint8 b = (depth_integer >> 16) & 0xFF;
				uint8 a = (depth_integer >> 24) & 0xFF;

				fwrite(&r, 1, 1, fp);
				fwrite(&g, 1, 1, fp);
				fwrite(&b, 1, 1, fp);
				fwrite(&a, 1, 1, fp);
			}
		} else {
			// swap red and blue
			uint8* better_data = data;
			for (int w = m_size.x; w > 0; w--, better_data += 4) {
				uint8 red = better_data[2];
				better_data[2] = better_data[0];
				better_data[0] = red;
				fwrite(better_data, 1, 4, fp);
			}
		}
	}

	fclose(fp);
}

bool GSTextureOGL::Save(const string& fn, bool dds)
{
	// Collect the texture data
	uint32 pitch = 4 * m_size.x;
	uint32 buf_size = pitch * m_size.y * 2;// Note *2 for security (depth/stencil)
	char* image = (char*)malloc(buf_size);
	bool status = true;
#ifdef ENABLE_OGL_DEBUG
	GSPng::Format fmt = GSPng::RGB_A_PNG;
#else
	GSPng::Format fmt = GSPng::RGB_PNG;
#endif

	if (IsBackbuffer()) {
		glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
	} else if(IsDss()) {
		glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);

		glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture_id, 0);
		glReadPixels(0, 0, m_size.x, m_size.y, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image);

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);

		fmt = GSPng::DEPTH_PNG;
	} else if(m_format == GL_R32I) {
		glGetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image);

		fmt = GSPng::R32I_PNG;

		// Not supported in Save function
		status = false;

	} else {
		glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);

		glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);

		if (m_format == GL_RGBA8) {
			glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
		}
		else if (m_format == GL_R16UI)
		{
			glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image);
			fmt = GSPng::R16I_PNG;
			// Not supported in Save function
			status = false;
		}
		else if (m_format == GL_R8)
		{
			fmt = GSPng::R8I_PNG;
			glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image);
			// Not supported in Save function
			status = false;
		}

		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
	}

#ifdef ENABLE_OGL_PNG
	GSPng::Save(fmt, fn, image, m_size.x, m_size.y, pitch);
#else
	if (status) Save(fn, image, pitch);
#endif
	free(image);

	return status;
}

uint32 GSTextureOGL::GetMemUsage()
{
	switch (m_type) {
		case GSTexture::Offscreen:
			return m_size.x * m_size.y * (4 + m_int_alignment);
		case GSTexture::Texture:
		case GSTexture::RenderTarget:
			return m_size.x * m_size.y * m_int_alignment;
		case GSTexture::DepthStencil:
			return m_size.x * m_size.y * 8;
		case GSTexture::Backbuffer:
		default:
			return 0;
	}
}