Markus Wick 491c10ec96 VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00

48 lines
1.5 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
class AbstractTexture;
struct TextureConfig;
namespace DX11
{
class TextureCache : public TextureCacheBase
{
public:
TextureCache();
~TextureCache();
private:
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH,
bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf,
const EFBRectangle& source)
{
return 0;
};
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,
EFBCopyFormat dst_format, bool is_intensity) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
ID3D11Buffer* palette_buf;
ID3D11ShaderResourceView* palette_buf_srv;
ID3D11Buffer* palette_uniform;
ID3D11PixelShader* palette_pixel_shader[3];
};
}