ppsspp/GPU/Vulkan/DepalettizeShaderVulkan.h
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

79 lines
2.5 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/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/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;
class VulkanPushBuffer;
// 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, bool expandTo32bit);
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;
std::map<u32, DepalShaderVulkan *> cache_;
std::map<u32, DepalTextureVulkan *> texCache_;
};