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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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@ -51,7 +51,7 @@ struct EncodingProgram
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SHADER program;
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GLint copy_position_uniform;
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};
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static std::map<EFBCopyFormat, EncodingProgram> s_encoding_programs;
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static std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
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static GLuint s_PBO = 0; // for readback with different strides
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@ -136,13 +136,13 @@ static void CreatePrograms()
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ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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}
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static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyFormat& format)
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static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
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{
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auto iter = s_encoding_programs.find(format);
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auto iter = s_encoding_programs.find(params);
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if (iter != s_encoding_programs.end())
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return iter->second;
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::OpenGL);
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const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::OpenGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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@ -166,7 +166,7 @@ static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyFormat& format)
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PanicAlert("Failed to compile texture encoding shader.");
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program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
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return s_encoding_programs.emplace(format, program).first->second;
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return s_encoding_programs.emplace(params, program).first->second;
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}
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void Init()
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@ -271,24 +271,24 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyFormat& format, u32 native_width,
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void EncodeToRamFromTexture(u8* dest_ptr, 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_renderer->ResetAPIState();
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EncodingProgram& texconv_shader = GetOrCreateEncodingShader(format);
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EncodingProgram& texconv_shader = GetOrCreateEncodingShader(params);
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texconv_shader.program.Bind();
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glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
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scale_by_half ? 2 : 1);
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const GLuint read_texture = is_depth_copy ?
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const GLuint read_texture = params.depth ?
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FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
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FramebufferManager::ResolveAndGetRenderTarget(src_rect);
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EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
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scale_by_half && !is_depth_copy);
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scale_by_half && !params.depth);
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FramebufferManager::SetFramebuffer(0);
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g_renderer->RestoreAPIState();
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