dolphin/Source/Core/VideoCommon/HiresTextures.h
N.E.C c3a57bbad5 Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00

63 lines
1.8 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/TextureConfig.h"
enum class TextureFormat;
class HiresTexture
{
public:
using ImageDataPointer = std::unique_ptr<u8, void (*)(unsigned char*)>;
static void Init();
static void Update();
static void Shutdown();
static std::shared_ptr<HiresTexture> Search(const u8* texture, size_t texture_size,
const u8* tlut, size_t tlut_size, u32 width,
u32 height, TextureFormat format, bool has_mipmaps);
static std::string GenBaseName(const u8* texture, size_t texture_size, const u8* tlut,
size_t tlut_size, u32 width, u32 height, TextureFormat format,
bool has_mipmaps, bool dump = false);
static u32 CalculateMipCount(u32 width, u32 height);
~HiresTexture();
AbstractTextureFormat GetFormat() const;
struct Level
{
Level();
ImageDataPointer data;
AbstractTextureFormat format = AbstractTextureFormat::RGBA8;
u32 width = 0;
u32 height = 0;
u32 row_length = 0;
size_t data_size = 0;
};
std::vector<Level> m_levels;
private:
static std::unique_ptr<HiresTexture> Load(const std::string& base_filename, u32 width,
u32 height);
static bool LoadDDSTexture(HiresTexture* tex, const std::string& filename);
static bool LoadDDSTexture(Level& level, const std::string& filename);
static bool LoadTexture(Level& level, const std::vector<u8>& buffer);
static void Prefetch();
static std::string GetTextureDirectory(const std::string& game_id);
HiresTexture() {}
};