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https://github.com/hrydgard/ppsspp.git
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a5ede2bed3
Was accidentally always detected as unsupported.
73 lines
2.1 KiB
C++
73 lines
2.1 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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#include <map>
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#include "Common/CommonTypes.h"
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#include "gfx/gl_common.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/GLRenderManager.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/ShaderCommon.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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class DepalShader {
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public:
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GLRProgram *program;
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GLRShader *fragShader;
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GLint u_tex;
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GLint u_pal;
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std::string code;
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};
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class DepalTexture {
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public:
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GLRTexture *texture;
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int lastFrame;
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};
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// Caches both shaders and palette textures.
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class DepalShaderCacheGLES : public DepalShaderCacheCommon {
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public:
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DepalShaderCacheGLES(Draw::DrawContext *draw);
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~DepalShaderCacheGLES();
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// This also uploads the palette and binds the correct texture.
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DepalShader *GetDepalettizeShader(uint32_t clutMode, GEBufferFormat pixelFormat);
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GLRTexture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
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void Init();
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void Clear();
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void Decimate();
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
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std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
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void DeviceLost() {
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Clear();
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}
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void DeviceRestore(Draw::DrawContext *draw);
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private:
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bool CreateVertexShader();
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GLRenderManager *render_;
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bool useGL3_;
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GLRShader *vertexShader_ = nullptr;
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std::map<u32, DepalShader *> cache_;
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std::map<u32, DepalTexture *> texCache_;
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};
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