mirror of
https://github.com/hrydgard/ppsspp.git
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74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <map>
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#include <vector>
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#include <cstdint>
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#include <d3d11.h>
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#include "Common/CommonTypes.h"
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#include "GPU/ge_constants.h"
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#include "thin3d/thin3d.h"
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class DepalShaderD3D11 {
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public:
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ID3D11PixelShader *pixelShader;
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std::string code;
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};
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class DepalTextureD3D11 {
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public:
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~DepalTextureD3D11() {
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if (texture)
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texture->Release();
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if (view)
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view->Release();
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}
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *view;
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int lastFrame;
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};
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// Caches both shaders and palette textures.
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class DepalShaderCacheD3D11 {
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public:
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DepalShaderCacheD3D11(Draw::DrawContext *draw);
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~DepalShaderCacheD3D11();
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// This also uploads the palette and binds the correct texture.
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ID3D11PixelShader *GetDepalettizePixelShader(uint32_t clutMode, GEBufferFormat pixelFormat);
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ID3D11VertexShader *GetDepalettizeVertexShader() { return vertexShader_; }
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ID3D11InputLayout *GetInputLayout() { return inputLayout_; }
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ID3D11ShaderResourceView *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut, bool expandTo32bit);
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void Clear();
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void Decimate();
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
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std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
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private:
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u32 GenerateShaderID(uint32_t clutMode, GEBufferFormat pixelFormat);
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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D3D_FEATURE_LEVEL featureLevel_;
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ID3D11VertexShader *vertexShader_ = nullptr;
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ID3D11InputLayout *inputLayout_ = nullptr;
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std::map<u32, DepalShaderD3D11 *> cache_;
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std::map<u32, DepalTextureD3D11 *> texCache_;
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};
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