dolphin/Source/Core/VideoBackends/OGL/TextureCache.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

66 lines
2.1 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
struct TextureConfig;
namespace OGL
{
class TextureCache : public TextureCacheBase
{
public:
TextureCache();
~TextureCache();
static TextureCache* GetInstance();
bool SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format) override;
void DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data, size_t data_size,
TextureFormat format, u32 width, u32 height, u32 aligned_width,
u32 aligned_height, u32 row_stride, const u8* palette,
TLUTFormat palette_format) override;
const SHADER& GetColorCopyProgram() const;
GLuint GetColorCopyPositionUniform() const;
private:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
bool CompileShaders() override;
void DeleteShaders() override;
SHADER m_colorCopyProgram;
SHADER m_colorMatrixProgram;
SHADER m_depthMatrixProgram;
GLuint m_colorMatrixUniform;
GLuint m_depthMatrixUniform;
GLuint m_colorCopyPositionUniform;
GLuint m_colorMatrixPositionUniform;
GLuint m_depthCopyPositionUniform;
};
bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
int virtual_height, unsigned int level);
}