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c0a4760f0e
A number of games make an EFB copy in I4/I8 format, then use it as a texture in C4/C8 format. Detect when this happens, and decode the copy on the GPU using the specified palette. This has a few advantages: it allows using EFB2Tex for a few more games, it, it preserves the resolution of scaled EFB copies, and it's probably a bit faster. D3D only at the moment, but porting to OpenGL should be straightforward..
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/TextureCacheBase.h"
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namespace DX11
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{
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class TextureCache : public ::TextureCache
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{
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public:
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TextureCache();
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~TextureCache();
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private:
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struct TCacheEntry : TCacheEntryBase
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{
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D3DTexture2D *const texture;
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D3D11_USAGE usage;
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TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D *_tex) : TCacheEntryBase(config), texture(_tex) {}
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~TCacheEntry();
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int levels) override;
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void FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat) override;
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void Bind(unsigned int stage) override;
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bool Save(const std::string& filename, unsigned int level) override;
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};
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TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
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u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;};
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void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override;
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void CompileShaders() override { }
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void DeleteShaders() override { }
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ID3D11Buffer* palette_buf;
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ID3D11ShaderResourceView* palette_buf_srv;
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ID3D11Buffer* palette_uniform;
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ID3D11PixelShader* palette_pixel_shader[3];
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};
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}
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