mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-15 09:28:54 +00:00
8b42d83123
Plus more logging, of course.
82 lines
2.6 KiB
C++
82 lines
2.6 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 "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanImage.h"
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#include "Common/Vulkan/VulkanMemory.h"
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#include "GPU/ge_constants.h"
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#include "thin3d/thin3d.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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class DepalShaderVulkan {
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public:
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~DepalShaderVulkan() {
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delete[] code;
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}
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// A Vulkan2D pipeline. Set texture to slot 0 and palette texture to slot 1.
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VkPipeline pipeline = VK_NULL_HANDLE;
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const char *code = nullptr;
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};
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class DepalTextureVulkan {
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public:
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VulkanTexture *texture = nullptr;
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int lastFrame;
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};
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class VulkanTexture;
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class Vulkan2D;
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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 : public DepalShaderCacheCommon {
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public:
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DepalShaderCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan);
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~DepalShaderCacheVulkan();
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void DeviceLost();
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void DeviceRestore(Draw::DrawContext *draw, VulkanContext *vulkan);
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// This also uploads the palette and binds the correct texture.
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DepalShaderVulkan *GetDepalettizeShader(uint32_t clutMode, 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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void SetVulkan2D(Vulkan2D *vk2d) { vulkan2D_ = vk2d; }
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void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; }
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void SetAllocator(VulkanDeviceAllocator *alloc) { alloc_ = alloc; }
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void SetVShader(VkShaderModule vshader) { vshader_ = vshader; }
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private:
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Draw::DrawContext *draw_ = nullptr;
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VulkanContext *vulkan_ = nullptr;
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VulkanPushBuffer *push_ = nullptr;
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VulkanDeviceAllocator *alloc_ = nullptr;
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VkShaderModule vshader_ = VK_NULL_HANDLE;
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Vulkan2D *vulkan2D_ = nullptr;
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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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