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https://github.com/dolphin-emu/dolphin.git
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9e798eec94
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.
55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
// Copyright 2011 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 <memory>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/VideoCommon.h"
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class AbstractTexture;
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class AbstractStagingTexture;
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struct ID3D11Texture2D;
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struct ID3D11RenderTargetView;
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struct ID3D11Buffer;
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struct ID3D11InputLayout;
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struct ID3D11VertexShader;
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struct ID3D11PixelShader;
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struct ID3D11ClassLinkage;
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struct ID3D11ClassInstance;
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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struct ID3D11SamplerState;
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namespace DX11
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{
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class PSTextureEncoder final
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{
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public:
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PSTextureEncoder();
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~PSTextureEncoder();
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void Init();
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void Shutdown();
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void Encode(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, bool scale_by_half,
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float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
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private:
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ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
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ID3D11Buffer* m_encode_params = nullptr;
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std::unique_ptr<AbstractTexture> m_encoding_render_texture;
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std::unique_ptr<AbstractStagingTexture> m_encoding_readback_texture;
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std::map<EFBCopyParams, ID3D11PixelShader*> m_encoding_shaders;
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};
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}
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