ppsspp/GPU/Vulkan/DepalettizeShaderVulkan.h

65 lines
1.8 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 "GPU/ge_constants.h"
class DepalShaderVulkan {
public:
/*
GLuint program;
GLuint fragShader;
GLint a_position;
GLint a_texcoord0;
*/
};
class DepalTextureVulkan {
public:
int texture;
int lastFrame;
};
class VulkanTexture;
// Caches both shaders and palette textures.
// Could even avoid bothering with palette texture and just use uniform data...
class DepalShaderCacheVulkan {
public:
DepalShaderCacheVulkan();
~DepalShaderCacheVulkan();
// This also uploads the palette and binds the correct texture.
DepalShaderVulkan *GetDepalettizeShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
VulkanTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
void Clear();
void Decimate();
private:
u32 GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
bool CreateVertexShader();
// GLuint vertexShader_;
std::map<u32, DepalShaderVulkan *> cache_;
std::map<u32, DepalTextureVulkan *> texCache_;
};