dolphin/Source/Core/VideoBackends/D3D/TextureCache.h
Stenzek 9e798eec94 Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
2018-04-29 19:05:20 +10:00

57 lines
2.0 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConverterShaderGen.h"
class AbstractTexture;
struct TextureConfig;
namespace DX11
{
class TextureCache : public TextureCacheBase
{
public:
TextureCache();
~TextureCache();
private:
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH,
bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf,
const EFBRectangle& source)
{
return 0;
};
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette,
TLUTFormat format) override;
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
ID3D11PixelShader* GetEFBToTexPixelShader(const TextureConversionShaderGen::TCShaderUid& uid);
ID3D11Buffer* palette_buf;
ID3D11ShaderResourceView* palette_buf_srv;
ID3D11Buffer* uniform_buffer;
ID3D11PixelShader* palette_pixel_shader[3];
std::map<TextureConversionShaderGen::TCShaderUid, ID3D11PixelShader*> m_efb_to_tex_pixel_shaders;
};
}