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VideoCommon: Rename TextureConversionShader namespace.
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@ -389,7 +389,7 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TLUTFormat
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return iter->second.valid;
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TextureDecodingPipeline pipeline;
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pipeline.base_info = TextureConversionShader::GetDecodingShaderInfo(format);
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pipeline.base_info = TextureConversionShaderTiled::GetDecodingShaderInfo(format);
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pipeline.compute_shader = VK_NULL_HANDLE;
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pipeline.valid = false;
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@ -400,7 +400,7 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TLUTFormat
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}
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std::string shader_source =
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TextureConversionShader::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
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TextureConversionShaderTiled::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source);
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if (pipeline.compute_shader == VK_NULL_HANDLE)
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@ -438,7 +438,7 @@ void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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// Copy to GPU-visible buffer, aligned to the data type
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auto info = iter->second;
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u32 bytes_per_buffer_elem =
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TextureConversionShader::GetBytesPerBufferElement(info.base_info->buffer_format);
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TextureConversionShaderTiled::GetBytesPerBufferElement(info.base_info->buffer_format);
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// Calculate total data size, including palette.
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// Only copy palette if it is required.
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@ -496,16 +496,16 @@ void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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VkBufferView data_view = VK_NULL_HANDLE;
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switch (iter->second.base_info->buffer_format)
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{
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case TextureConversionShader::BUFFER_FORMAT_R8_UINT:
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case TextureConversionShaderTiled::BUFFER_FORMAT_R8_UINT:
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data_view = m_texel_buffer_view_r8_uint;
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break;
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case TextureConversionShader::BUFFER_FORMAT_R16_UINT:
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case TextureConversionShaderTiled::BUFFER_FORMAT_R16_UINT:
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data_view = m_texel_buffer_view_r16_uint;
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break;
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case TextureConversionShader::BUFFER_FORMAT_R32G32_UINT:
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case TextureConversionShaderTiled::BUFFER_FORMAT_R32G32_UINT:
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data_view = m_texel_buffer_view_r32g32_uint;
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break;
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case TextureConversionShader::BUFFER_FORMAT_RGBA8_UINT:
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case TextureConversionShaderTiled::BUFFER_FORMAT_RGBA8_UINT:
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data_view = m_texel_buffer_view_rgba8_uint;
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break;
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default:
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@ -522,8 +522,8 @@ void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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dispatcher.SetTexelBuffer(0, data_view);
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if (has_palette)
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dispatcher.SetTexelBuffer(1, m_texel_buffer_view_r16_uint);
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auto groups = TextureConversionShader::GetDispatchCount(iter->second.base_info, aligned_width,
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aligned_height);
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auto groups = TextureConversionShaderTiled::GetDispatchCount(iter->second.base_info,
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aligned_width, aligned_height);
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dispatcher.Dispatch(groups.first, groups.second, 1);
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// Copy from temporary texture to final destination.
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@ -691,7 +691,8 @@ bool TextureConverter::CompilePaletteConversionShaders()
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VkShaderModule TextureConverter::CompileEncodingShader(const EFBCopyParams& params)
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{
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const char* shader = TextureConversionShader::GenerateEncodingShader(params, APIType::Vulkan);
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const char* shader =
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TextureConversionShaderTiled::GenerateEncodingShader(params, APIType::Vulkan);
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VkShaderModule module = Util::CompileAndCreateFragmentShader(shader);
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if (module == VK_NULL_HANDLE)
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PanicAlert("Failed to compile texture encoding shader.");
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@ -114,7 +114,7 @@ private:
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// Texture decoding - GX format in memory->RGBA8
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struct TextureDecodingPipeline
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{
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const TextureConversionShader::DecodingShaderInfo* base_info;
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const TextureConversionShaderTiled::DecodingShaderInfo* base_info;
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VkShaderModule compute_shader;
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bool valid;
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};
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