ppsspp/GPU/D3D11/TextureCacheD3D11.h

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// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/CommonWindows.h"
#include <d3d11.h>
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/TextureCacheCommon.h"
struct VirtualFramebuffer;
class FramebufferManagerD3D11;
class DepalShaderCacheD3D11;
class ShaderManagerD3D11;
class SamplerCacheD3D11 {
public:
SamplerCacheD3D11() {}
~SamplerCacheD3D11();
ID3D11SamplerState *GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key);
private:
std::map<SamplerCacheKey, ID3D11SamplerState *> cache_;
};
class TextureCacheD3D11 : public TextureCacheCommon {
public:
TextureCacheD3D11(Draw::DrawContext *draw);
~TextureCacheD3D11();
void StartFrame();
void SetFramebufferManager(FramebufferManagerD3D11 *fbManager);
void SetDepalShaderCache(DepalShaderCacheD3D11 *dpCache) {
depalShaderCache_ = dpCache;
}
void SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManager_ = sm;
}
void ForgetLastTexture() override;
void InvalidateLastTexture() override;
bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) override;
protected:
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void BindTexture(TexCacheEntry *entry) override;
void Unbind() override;
void ReleaseTexture(TexCacheEntry *entry, bool delete_them) override;
private:
DXGI_FORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
static CheckAlphaResult CheckAlpha(const u32 *pixelData, u32 dstFmt, int w);
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void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override;
void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) override;
void BuildTexture(TexCacheEntry *const entry) override;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
ID3D11Texture2D *&DxTex(TexCacheEntry *entry) {
return (ID3D11Texture2D *&)entry->texturePtr;
}
ID3D11ShaderResourceView *DxView(TexCacheEntry *entry) {
return (ID3D11ShaderResourceView *)entry->textureView;
}
SamplerCacheD3D11 samplerCache_;
ID3D11ShaderResourceView *lastBoundTexture;
ID3D11Buffer *depalConstants_;
FramebufferManagerD3D11 *framebufferManagerD3D11_;
DepalShaderCacheD3D11 *depalShaderCache_;
ShaderManagerD3D11 *shaderManager_;
};
DXGI_FORMAT GetClutDestFormatD3D11(GEPaletteFormat format);