// 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 #include "../Globals.h" #include "GPU/GPU.h" #include "GPU/GPUInterface.h" #include "GPU/D3D11/TextureScalerD3D11.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 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; } // Only used by Qt UI? bool DecodeTexture(u8 *output, const GPUgstate &state); void ForgetLastTexture() override; void InvalidateLastTexture(TexCacheEntry *entry = nullptr) override; void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, SamplerCacheKey &key); protected: void BindTexture(TexCacheEntry *entry) override; void Unbind() override; void ReleaseTexture(TexCacheEntry *entry) override; private: void UpdateSamplingParams(TexCacheEntry &entry, SamplerCacheKey &key); void LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt); DXGI_FORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const; TexCacheEntry::Status CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h); void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override; void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override; void BuildTexture(TexCacheEntry *const entry, bool replaceImages) override; DXGI_FORMAT GetClutDestFormatD3D11(GEPaletteFormat format); ID3D11Device *device_; ID3D11DeviceContext *context_; ID3D11Texture2D *DxTex(TexCacheEntry *entry) { return (ID3D11Texture2D *)entry->texturePtr; } ID3D11ShaderResourceView *DxView(TexCacheEntry *entry) { return (ID3D11ShaderResourceView *)entry->textureView; } TextureScalerD3D11 scaler; SamplerCacheD3D11 samplerCache_; ID3D11ShaderResourceView *lastBoundTexture; int decimationCounter_; int texelsScaledThisFrame_; int timesInvalidatedAllThisFrame_; FramebufferManagerD3D11 *framebufferManagerD3D11_; DepalShaderCacheD3D11 *depalShaderCache_; ShaderManagerD3D11 *shaderManager_; }; DXGI_FORMAT getClutDestFormatD3D11(GEPaletteFormat format);