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https://github.com/dolphin-emu/dolphin.git
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Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing. - Rename TlutFormat -> TLUTFormat to follow conventions. - Use enum classes to prevent using a Texture format where an EFB Copy format is expected or vice-versa. - Use common EFBCopyFormat names regardless of depth and YUV configurations.
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@ -38,12 +38,12 @@ std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig
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return std::make_unique<DXTexture>(config);
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}
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void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
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void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
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const EFBRectangle& src_rect, bool scale_by_half)
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{
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g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
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is_depth_copy, src_rect, scale_by_half);
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g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
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scale_by_half);
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}
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const char palette_shader[] =
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@ -126,8 +126,8 @@ void main(
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}
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)HLSL";
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
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TlutFormat format)
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void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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const void* palette, TLUTFormat format)
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{
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DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
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DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
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@ -144,7 +144,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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D3D::stateman->SetTexture(1, palette_buf_srv);
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// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
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float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
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float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
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D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, ¶ms, 0, 0);
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D3D::stateman->SetPixelConstants(palette_uniform);
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@ -163,8 +163,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
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// Create texture copy
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D3D::drawShadedTexQuad(
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source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
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source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
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source->GetHeight(), palette_pixel_shader[static_cast<int>(format)],
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
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GeometryShaderCache::GetCopyGeometryShader());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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@ -190,9 +191,9 @@ TextureCache::TextureCache()
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palette_buf = nullptr;
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palette_buf_srv = nullptr;
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palette_uniform = nullptr;
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palette_pixel_shader[GX_TL_IA8] = GetConvertShader("IA8");
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palette_pixel_shader[GX_TL_RGB565] = GetConvertShader("RGB565");
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palette_pixel_shader[GX_TL_RGB5A3] = GetConvertShader("RGB5A3");
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palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
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palette_pixel_shader[static_cast<int>(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3");
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auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
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HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
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CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");
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