ppsspp/GPU/Vulkan/DepalettizeShaderVulkan.h

82 lines
2.6 KiB
C++

// Copyright (c) 2014- 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 <map>
#include "Common/CommonTypes.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanImage.h"
#include "Common/Vulkan/VulkanMemory.h"
#include "GPU/ge_constants.h"
#include "thin3d/thin3d.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
class DepalShaderVulkan {
public:
~DepalShaderVulkan() {
delete[] code;
}
// A Vulkan2D pipeline. Set texture to slot 0 and palette texture to slot 1.
VkPipeline pipeline = VK_NULL_HANDLE;
const char *code = nullptr;
};
class DepalTextureVulkan {
public:
VulkanTexture *texture = nullptr;
int lastFrame;
};
class VulkanTexture;
class Vulkan2D;
// Caches both shaders and palette textures.
// Could even avoid bothering with palette texture and just use uniform data...
class DepalShaderCacheVulkan : public DepalShaderCacheCommon {
public:
DepalShaderCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan);
~DepalShaderCacheVulkan();
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw, VulkanContext *vulkan);
// This also uploads the palette and binds the correct texture.
DepalShaderVulkan *GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat);
VulkanTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
void Clear();
void Decimate();
void SetVulkan2D(Vulkan2D *vk2d) { vulkan2D_ = vk2d; }
void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; }
void SetAllocator(VulkanDeviceAllocator *alloc) { alloc_ = alloc; }
void SetVShader(VkShaderModule vshader) { vshader_ = vshader; }
private:
Draw::DrawContext *draw_ = nullptr;
VulkanContext *vulkan_ = nullptr;
VulkanPushBuffer *push_ = nullptr;
VulkanDeviceAllocator *alloc_ = nullptr;
VkShaderModule vshader_ = VK_NULL_HANDLE;
Vulkan2D *vulkan2D_ = nullptr;
// GLuint vertexShader_;
std::map<u32, DepalShaderVulkan *> cache_;
std::map<u32, DepalTextureVulkan *> texCache_;
};