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491c10ec96
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
#pragma once
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#include <memory>
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoBackends/Software/TextureEncoder.h"
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#include "VideoCommon/TextureCacheBase.h"
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namespace SW
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{
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class TextureCache : public TextureCacheBase
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{
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public:
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bool CompileShaders() override { return true; }
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void DeleteShaders() override {}
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void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
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TLUTFormat format) override
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{
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}
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void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
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bool scale_by_half) override
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{
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TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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src_rect, scale_by_half);
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}
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private:
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, unsigned int cbuf_id, const float* colmat,
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EFBCopyFormat dst_format, bool is_intensity) override
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{
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// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
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};
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} // namespace SW
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