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.
This commit is contained in:
N.E.C
2017-07-30 12:45:55 -07:00
parent 9649494f67
commit c3a57bbad5
27 changed files with 1275 additions and 1319 deletions

View File

@ -38,12 +38,12 @@ std::unique_ptr<AbstractTexture> TextureCache::CreateTexture(const TextureConfig
return std::make_unique<DXTexture>(config);
}
void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width,
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half)
const EFBRectangle& src_rect, bool scale_by_half)
{
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
is_depth_copy, src_rect, scale_by_half);
g_encoder->Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect,
scale_by_half);
}
const char palette_shader[] =
@ -126,8 +126,8 @@ void main(
}
)HLSL";
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format)
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
const void* palette, TLUTFormat format)
{
DXTexture* source_texture = static_cast<DXTexture*>(source->texture.get());
DXTexture* destination_texture = static_cast<DXTexture*>(destination->texture.get());
@ -144,7 +144,7 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
D3D::stateman->SetTexture(1, palette_buf_srv);
// TODO: Add support for C14X2 format. (Different multiplier, more palette entries.)
float params[4] = {(source->format & 0xf) == GX_TF_I4 ? 15.f : 255.f};
float params[4] = {source->format == TextureFormat::I4 ? 15.f : 255.f};
D3D::context->UpdateSubresource(palette_uniform, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(palette_uniform);
@ -163,8 +163,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
// Create texture copy
D3D::drawShadedTexQuad(
source_texture->GetRawTexIdentifier()->GetSRV(), &sourcerect, source->GetWidth(),
source->GetHeight(), palette_pixel_shader[format], VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
source->GetHeight(), palette_pixel_shader[static_cast<int>(format)],
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -190,9 +191,9 @@ TextureCache::TextureCache()
palette_buf = nullptr;
palette_buf_srv = nullptr;
palette_uniform = nullptr;
palette_pixel_shader[GX_TL_IA8] = GetConvertShader("IA8");
palette_pixel_shader[GX_TL_RGB565] = GetConvertShader("RGB565");
palette_pixel_shader[GX_TL_RGB5A3] = GetConvertShader("RGB5A3");
palette_pixel_shader[static_cast<int>(TLUTFormat::IA8)] = GetConvertShader("IA8");
palette_pixel_shader[static_cast<int>(TLUTFormat::RGB565)] = GetConvertShader("RGB565");
palette_pixel_shader[static_cast<int>(TLUTFormat::RGB5A3)] = GetConvertShader("RGB5A3");
auto lutBd = CD3D11_BUFFER_DESC(sizeof(u16) * 256, D3D11_BIND_SHADER_RESOURCE);
HRESULT hr = D3D::device->CreateBuffer(&lutBd, nullptr, &palette_buf);
CHECK(SUCCEEDED(hr), "create palette decoder lut buffer");