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Move most backend functionality to VideoCommon
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@ -21,28 +21,33 @@ public:
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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u32 dst_layer, u32 dst_level) = 0;
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virtual void ScaleRectangleFromTexture(const AbstractTexture* source,
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const MathUtil::Rectangle<int>& srcrect,
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const MathUtil::Rectangle<int>& dstrect) = 0;
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virtual void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
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u32 layer, u32 level) = 0;
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virtual void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) = 0;
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// Hints to the backend that we have finished rendering to this texture, and it will be used
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// as a shader resource and sampled. For Vulkan, this transitions the image layout.
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virtual void FinishedRendering();
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u32 GetWidth() const { return m_config.width; }
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u32 GetHeight() const { return m_config.height; }
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u32 GetLevels() const { return m_config.levels; }
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u32 GetLayers() const { return m_config.layers; }
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u32 GetSamples() const { return m_config.samples; }
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AbstractTextureFormat GetFormat() const { return m_config.format; }
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MathUtil::Rectangle<int> GetRect() const { return m_config.GetRect(); }
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MathUtil::Rectangle<int> GetMipRect(u32 level) const { return m_config.GetMipRect(level); }
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bool IsMultisampled() const { return m_config.IsMultisampled(); }
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bool Save(const std::string& filename, unsigned int level);
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static bool IsCompressedFormat(AbstractTextureFormat format);
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static bool IsDepthFormat(AbstractTextureFormat format);
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static bool IsStencilFormat(AbstractTextureFormat format);
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static size_t CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
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static size_t GetTexelSizeForFormat(AbstractTextureFormat format);
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static AbstractTextureFormat GetColorFormatForDepthFormat(AbstractTextureFormat format);
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static u32 CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
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static u32 GetTexelSizeForFormat(AbstractTextureFormat format);
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static u32 GetBlockSizeForFormat(AbstractTextureFormat format);
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const TextureConfig& GetConfig() const;
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