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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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@ -8,10 +8,14 @@
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractTexture;
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struct TextureConfig;
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namespace OGL
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{
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class TextureCache : public TextureCacheBase
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@ -20,51 +24,40 @@ public:
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TextureCache();
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~TextureCache();
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static void DisableStage(unsigned int stage);
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static void SetStage();
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static TextureCache* GetInstance();
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bool SupportsGPUTextureDecode(TextureFormat format, TlutFormat palette_format) override;
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void DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, const u8* data, size_t data_size,
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void DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data, size_t data_size,
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TextureFormat format, u32 width, u32 height, u32 aligned_width,
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u32 aligned_height, u32 row_stride, const u8* palette,
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TlutFormat palette_format) override;
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const SHADER& GetColorCopyProgram() const;
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GLuint GetColorCopyPositionUniform() const;
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private:
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struct TCacheEntry : TCacheEntryBase
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{
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GLuint texture;
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GLuint framebuffer;
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// TexMode0 mode; // current filter and clamp modes that texture is set to
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// TexMode1 mode1; // current filter and clamp modes that texture is set to
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TCacheEntry(const TCacheEntryConfig& config);
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~TCacheEntry();
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void CopyRectangleFromTexture(const TCacheEntryBase* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect) override;
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void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) override;
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void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
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unsigned int cbufid, const float* colmat) override;
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void Bind(unsigned int stage) override;
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bool Save(const std::string& filename, unsigned int level) override;
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};
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TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
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void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
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TlutFormat format) override;
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void CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
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const EFBRectangle& src_rect, bool scale_by_half) override;
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
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bool CompileShaders() override;
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void DeleteShaders() override;
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SHADER m_colorCopyProgram;
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SHADER m_colorMatrixProgram;
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SHADER m_depthMatrixProgram;
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GLuint m_colorMatrixUniform;
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GLuint m_depthMatrixUniform;
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GLuint m_colorCopyPositionUniform;
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GLuint m_colorMatrixPositionUniform;
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GLuint m_depthCopyPositionUniform;
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};
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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