Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'

This commit is contained in:
iwubcode
2017-04-22 23:44:34 -05:00
parent 77c0539b5e
commit 2cdc93f4ab
48 changed files with 1822 additions and 1397 deletions

View File

@ -7,6 +7,9 @@
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
class AbstractTexture;
struct TextureConfig;
namespace DX11
{
class TextureCache : public TextureCacheBase
@ -16,31 +19,7 @@ public:
~TextureCache();
private:
struct TCacheEntry : TCacheEntryBase
{
D3DTexture2D* const texture;
TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D* _tex)
: TCacheEntryBase(config), texture(_tex)
{
}
~TCacheEntry();
void CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& srcrect,
const MathUtil::Rectangle<int>& dstrect) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
size_t buffer_size) override;
void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;
};
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH,
bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf,
@ -49,13 +28,16 @@ private:
return 0;
};
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format) override;
void CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
ID3D11Buffer* palette_buf;