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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..
60 lines
1.6 KiB
C++
60 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 <map>
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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namespace OGL
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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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static void DisableStage(unsigned int stage);
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static void SetStage();
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private:
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struct TCacheEntry : TCacheEntryBase
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{
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GLuint texture;
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GLuint framebuffer;
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//TexMode0 mode; // current filter and clamp modes that texture is set to
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//TexMode1 mode1; // current filter and clamp modes that texture is set to
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TCacheEntry(const TCacheEntryConfig& config);
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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 level) 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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~TextureCache();
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TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
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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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};
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level);
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}
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