mirror of
https://github.com/hrydgard/ppsspp.git
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65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
// Copyright (c) 2014- 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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#pragma once
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#include <map>
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#include "Common/CommonTypes.h"
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#include "GPU/ge_constants.h"
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class DepalShaderVulkan {
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public:
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/*
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GLuint program;
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GLuint fragShader;
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GLint a_position;
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GLint a_texcoord0;
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*/
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};
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class DepalTextureVulkan {
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public:
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int texture;
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int lastFrame;
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};
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class VulkanTexture;
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// Caches both shaders and palette textures.
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// Could even avoid bothering with palette texture and just use uniform data...
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class DepalShaderCacheVulkan {
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public:
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DepalShaderCacheVulkan();
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~DepalShaderCacheVulkan();
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// This also uploads the palette and binds the correct texture.
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DepalShaderVulkan *GetDepalettizeShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
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VulkanTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
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void Clear();
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void Decimate();
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private:
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u32 GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat);
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bool CreateVertexShader();
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// GLuint vertexShader_;
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std::map<u32, DepalShaderVulkan *> cache_;
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std::map<u32, DepalTextureVulkan *> texCache_;
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};
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