Implement EFB copy filter and gamma in hardware backends

Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

View File

@ -40,9 +40,12 @@ public:
// Uses an encoding shader to copy src_texture to dest_ptr.
// NOTE: Executes the current command buffer.
void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half);
void
EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
float gamma, bool clamp_top, bool clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
bool SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format);
void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,