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

@ -33,14 +33,13 @@ public:
// Applies palette to dst_entry, using indices from src_entry.
void ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
TextureCache::TCacheEntry* src_entry, VkRenderPass render_pass,
const void* palette, TlutFormat palette_format);
const void* palette, TLUTFormat palette_format);
// 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 EFBCopyFormat& format,
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, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half);
u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half);
// Encodes texture to guest memory in XFB (YUYV) format.
void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
@ -50,11 +49,11 @@ public:
void DecodeYUYVTextureFromMemory(VKTexture* dst_texture, const void* src_ptr, u32 src_width,
u32 src_stride, u32 src_height);
bool SupportsTextureDecoding(TextureFormat format, TlutFormat palette_format);
bool SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format);
void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::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);
private:
static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
@ -71,8 +70,8 @@ private:
bool CompilePaletteConversionShaders();
VkShaderModule CompileEncodingShader(const EFBCopyFormat& format);
VkShaderModule GetEncodingShader(const EFBCopyFormat& format);
VkShaderModule CompileEncodingShader(const EFBCopyParams& params);
VkShaderModule GetEncodingShader(const EFBCopyParams& params);
bool CreateEncodingRenderPass();
bool CreateEncodingTexture();
@ -105,7 +104,7 @@ private:
std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_palette_conversion_shaders = {};
// Texture encoding - RGBA8->GX format in memory
std::map<EFBCopyFormat, VkShaderModule> m_encoding_shaders;
std::map<EFBCopyParams, VkShaderModule> m_encoding_shaders;
VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE;
std::unique_ptr<Texture2D> m_encoding_render_texture;
VkFramebuffer m_encoding_render_framebuffer = VK_NULL_HANDLE;
@ -118,7 +117,7 @@ private:
VkShaderModule compute_shader;
bool valid;
};
std::map<std::pair<TextureFormat, TlutFormat>, TextureDecodingPipeline> m_decoding_pipelines;
std::map<std::pair<TextureFormat, TLUTFormat>, TextureDecodingPipeline> m_decoding_pipelines;
std::unique_ptr<Texture2D> m_decoding_texture;
// XFB encoding/decoding shaders