mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 00:29:11 +01:00
b066d51dfa
There's not a lot of point in passing these around or storing them (texture cache/state tracker mainly) as there will only ever be a single instance of the class. Also adds downcast helpers such as Vulkan::Renderer::GetInstance().
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// Copyright 2016 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <array>
|
|
#include <memory>
|
|
|
|
#include "Common/CommonTypes.h"
|
|
#include "VideoBackends/Vulkan/StreamBuffer.h"
|
|
#include "VideoCommon/TextureDecoder.h"
|
|
|
|
namespace Vulkan
|
|
{
|
|
class Texture2D;
|
|
|
|
// Since this converter uses a uniform texel buffer, we can't use the general pipeline generators.
|
|
|
|
class PaletteTextureConverter
|
|
{
|
|
public:
|
|
PaletteTextureConverter();
|
|
~PaletteTextureConverter();
|
|
|
|
bool Initialize();
|
|
|
|
void ConvertTexture(VkCommandBuffer command_buffer, VkRenderPass render_pass,
|
|
VkFramebuffer dst_framebuffer, Texture2D* src_texture, u32 width, u32 height,
|
|
void* palette, TlutFormat format, u32 src_format);
|
|
|
|
private:
|
|
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
|
|
|
|
bool CreateBuffers();
|
|
bool CompileShaders();
|
|
bool CreateDescriptorLayout();
|
|
|
|
VkDescriptorSetLayout m_palette_set_layout = VK_NULL_HANDLE;
|
|
VkPipelineLayout m_pipeline_layout = VK_NULL_HANDLE;
|
|
|
|
std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_shaders = {};
|
|
|
|
std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
|
|
VkBufferView m_palette_buffer_view = VK_NULL_HANDLE;
|
|
|
|
std::unique_ptr<StreamBuffer> m_uniform_buffer;
|
|
};
|
|
|
|
} // namespace Vulkan
|