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Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat
This commit is contained in:
@ -27,17 +27,17 @@ namespace DX11
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{
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namespace
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{
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DXGI_FORMAT GetDXGIFormatForHostFormat(HostTextureFormat format)
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DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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case AbstractTextureFormat::DXT1:
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return DXGI_FORMAT_BC1_UNORM;
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case HostTextureFormat::DXT3:
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case AbstractTextureFormat::DXT3:
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return DXGI_FORMAT_BC2_UNORM;
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case HostTextureFormat::DXT5:
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case AbstractTextureFormat::DXT5:
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return DXGI_FORMAT_BC3_UNORM;
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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default:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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@ -96,7 +96,7 @@ bool DXTexture::Save(const std::string& filename, unsigned int level)
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == HostTextureFormat::RGBA8);
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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// Create a staging/readback texture with the dimensions of the specified mip level.
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u32 mip_width = std::max(m_config.width >> level, 1u);
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@ -23,27 +23,27 @@ namespace
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std::array<u32, 8> s_Textures;
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u32 s_ActiveTexture;
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GLenum GetGLInternalFormatForTextureFormat(HostTextureFormat format, bool storage)
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GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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case AbstractTextureFormat::DXT1:
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return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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case HostTextureFormat::DXT3:
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case AbstractTextureFormat::DXT3:
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return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case HostTextureFormat::DXT5:
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case AbstractTextureFormat::DXT5:
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return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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default:
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return storage ? GL_RGBA8 : GL_RGBA;
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}
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}
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GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
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GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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return GL_RGBA;
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// Compressed texture formats don't use this parameter.
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default:
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@ -51,11 +51,11 @@ GLenum GetGLFormatForTextureFormat(HostTextureFormat format)
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}
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}
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GLenum GetGLTypeForTextureFormat(HostTextureFormat format)
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GLenum GetGLTypeForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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return GL_UNSIGNED_BYTE;
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// Compressed texture formats don't use this parameter.
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default:
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@ -167,7 +167,7 @@ bool OGLTexture::Save(const std::string& filename, unsigned int level)
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == HostTextureFormat::RGBA8);
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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return SaveTexture(filename, GL_TEXTURE_2D_ARRAY, m_texId, m_config.width, m_config.height,
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level);
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@ -88,20 +88,20 @@ VkFormat GetLinearFormat(VkFormat format)
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}
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}
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VkFormat GetVkFormatForHostTextureFormat(HostTextureFormat format)
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VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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{
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case HostTextureFormat::DXT1:
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case AbstractTextureFormat::DXT1:
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return VK_FORMAT_BC1_RGBA_UNORM_BLOCK;
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case HostTextureFormat::DXT3:
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case AbstractTextureFormat::DXT3:
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return VK_FORMAT_BC2_UNORM_BLOCK;
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case HostTextureFormat::DXT5:
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case AbstractTextureFormat::DXT5:
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return VK_FORMAT_BC3_UNORM_BLOCK;
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case HostTextureFormat::RGBA8:
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case AbstractTextureFormat::RGBA8:
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default:
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return VK_FORMAT_R8G8B8A8_UNORM;
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}
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@ -11,6 +11,7 @@
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/TextureConfig.h"
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namespace Vulkan
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{
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@ -27,7 +28,7 @@ u32 MakeRGBA8Color(float r, float g, float b, float a);
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bool IsDepthFormat(VkFormat format);
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bool IsCompressedFormat(VkFormat format);
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VkFormat GetLinearFormat(VkFormat format);
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VkFormat GetVkFormatForHostTextureFormat(HostTextureFormat format);
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VkFormat GetVkFormatForHostTextureFormat(AbstractTextureFormat format);
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u32 GetTexelSize(VkFormat format);
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u32 GetBlockSize(VkFormat format);
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@ -120,7 +120,7 @@ bool VKTexture::Save(const std::string& filename, unsigned int level)
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == HostTextureFormat::RGBA8);
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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// Determine dimensions of image we want to save.
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u32 level_width = std::max(1u, m_config.width >> level);
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