ppsspp/GPU/GLES/DepalettizeShaderGLES.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

73 lines
2.1 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/.
#include <map>
#include "Common/CommonTypes.h"
#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
class DepalShader {
public:
GLRProgram *program;
GLRShader *fragShader;
GLint u_tex;
GLint u_pal;
std::string code;
};
class DepalTexture {
public:
GLRTexture *texture;
int lastFrame;
};
// Caches both shaders and palette textures.
class DepalShaderCacheGLES : public DepalShaderCacheCommon {
public:
DepalShaderCacheGLES(Draw::DrawContext *draw);
~DepalShaderCacheGLES();
// This also uploads the palette and binds the correct texture.
DepalShader *GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat);
GLRTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
void Init();
void Clear();
void Decimate();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
void DeviceLost() {
Clear();
}
void DeviceRestore(Draw::DrawContext *draw);
private:
bool CreateVertexShader();
GLRenderManager *render_;
bool useGL3_;
GLRShader *vertexShader_ = nullptr;
std::map<u32, DepalShader *> cache_;
std::map<u32, DepalTexture *> texCache_;
};