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Implement experimental Vulkan backend
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Source/Core/VideoBackends/Vulkan/PaletteTextureConverter.h
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50
Source/Core/VideoBackends/Vulkan/PaletteTextureConverter.h
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoCommon/TextureDecoder.h"
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namespace Vulkan
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{
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class StateTracker;
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class Texture2D;
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// Since this converter uses a uniform texel buffer, we can't use the general pipeline generators.
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class PaletteTextureConverter
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{
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public:
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PaletteTextureConverter();
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~PaletteTextureConverter();
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bool Initialize();
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void ConvertTexture(StateTracker* state_tracker, VkRenderPass render_pass,
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VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
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void* palette, TlutFormat format);
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private:
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static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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bool CreateBuffers();
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bool CompileShaders();
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bool CreateDescriptorLayout();
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VkDescriptorSetLayout m_palette_set_layout = VK_NULL_HANDLE;
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VkPipelineLayout m_pipeline_layout = VK_NULL_HANDLE;
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std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_shaders = {};
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std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
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VkBufferView m_palette_buffer_view = VK_NULL_HANDLE;
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std::unique_ptr<StreamBuffer> m_uniform_buffer;
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};
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} // namespace Vulkan
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