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Implement experimental Vulkan backend
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Source/Core/VideoBackends/Vulkan/TextureEncoder.h
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57
Source/Core/VideoBackends/Vulkan/TextureEncoder.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/VideoCommon.h"
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namespace Vulkan
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{
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class StagingTexture2D;
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class StateTracker;
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class Texture2D;
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class TextureEncoder
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{
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public:
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TextureEncoder();
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~TextureEncoder();
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bool Initialize();
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// Uses an encoding shader to copy src_texture to dest_ptr.
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// Assumes that no render pass is currently in progress.
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// WARNING: Executes the current command buffer.
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void EncodeTextureToRam(StateTracker* state_tracker, VkImageView src_texture, u8* dest_ptr,
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u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, PEControl::PixelFormat src_format, bool is_intensity,
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int scale_by_half, const EFBRectangle& source);
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private:
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// From OGL.
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static const u32 NUM_TEXTURE_ENCODING_SHADERS = 64;
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static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
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static const u32 ENCODING_TEXTURE_HEIGHT = 1024;
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static const VkFormat ENCODING_TEXTURE_FORMAT = VK_FORMAT_B8G8R8A8_UNORM;
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bool CompileShaders();
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bool CreateEncodingRenderPass();
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bool CreateEncodingTexture();
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bool CreateDownloadTexture();
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std::array<VkShaderModule, NUM_TEXTURE_ENCODING_SHADERS> m_texture_encoding_shaders = {};
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VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE;
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std::unique_ptr<Texture2D> m_encoding_texture;
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VkFramebuffer m_encoding_texture_framebuffer = VK_NULL_HANDLE;
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std::unique_ptr<StagingTexture2D> m_download_texture;
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};
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} // namespace Vulkan
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