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

@ -95,8 +95,8 @@ bool TextureCache::Initialize()
return true;
}
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source, void* palette,
TlutFormat format)
void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
const void* palette, TLUTFormat format)
{
m_texture_converter->ConvertTexture(destination, source, m_render_pass, palette, format);
@ -111,9 +111,9 @@ void TextureCache::ConvertTexture(TCacheEntry* destination, TCacheEntry* source,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
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)
{
// Flush EFB pokes first, as they're expected to be included.
FramebufferManager::GetInstance()->FlushEFBPokes();
@ -128,7 +128,7 @@ void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_widt
region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
FramebufferManager::GetInstance()->GetEFBHeight());
Texture2D* src_texture;
if (is_depth_copy)
if (params.depth)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
@ -144,15 +144,15 @@ void TextureCache::CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_widt
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width,
bytes_per_row, num_blocks_y, memory_stride,
is_depth_copy, src_rect, scale_by_half);
m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, params, native_width,
bytes_per_row, num_blocks_y, memory_stride, src_rect,
scale_by_half);
// Transition back to original state
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
}
bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat palette_format)
bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
{
return m_texture_converter->SupportsTextureDecoding(format, palette_format);
}
@ -160,7 +160,7 @@ bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TlutFormat pal
void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data,
size_t data_size, TextureFormat format, u32 width, u32 height,
u32 aligned_width, u32 aligned_height, u32 row_stride,
const u8* palette, TlutFormat palette_format)
const u8* palette, TLUTFormat palette_format)
{
// Group compute shader dispatches together in the init command buffer. That way we don't have to
// pay a penalty for switching from graphics->compute, or end/restart our render pass.