ppsspp/GPU/D3D11/DepalettizeShaderD3D11.h

74 lines
2.3 KiB
C++

// 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/.
#include <map>
#include <vector>
#include <cstdint>
#include <d3d11.h>
#include "Common/CommonTypes.h"
#include "GPU/ge_constants.h"
#include "thin3d/thin3d.h"
class DepalShaderD3D11 {
public:
ID3D11PixelShader *pixelShader;
std::string code;
};
class DepalTextureD3D11 {
public:
~DepalTextureD3D11() {
if (texture)
texture->Release();
if (view)
view->Release();
}
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *view;
int lastFrame;
};
// Caches both shaders and palette textures.
class DepalShaderCacheD3D11 {
public:
DepalShaderCacheD3D11(Draw::DrawContext *draw);
~DepalShaderCacheD3D11();
// This also uploads the palette and binds the correct texture.
ID3D11PixelShader *GetDepalettizePixelShader(uint32_t clutMode, GEBufferFormat pixelFormat);
ID3D11VertexShader *GetDepalettizeVertexShader() { return vertexShader_; }
ID3D11InputLayout *GetInputLayout() { return inputLayout_; }
ID3D11ShaderResourceView *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut, bool expandTo32bit);
void Clear();
void Decimate();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
private:
u32 GenerateShaderID(uint32_t clutMode, GEBufferFormat pixelFormat);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D_FEATURE_LEVEL featureLevel_;
ID3D11VertexShader *vertexShader_ = nullptr;
ID3D11InputLayout *inputLayout_ = nullptr;
std::map<u32, DepalShaderD3D11 *> cache_;
std::map<u32, DepalTextureD3D11 *> texCache_;
};