ppsspp/GPU/GLES/DepalettizeShaderGLES.h
Unknown W. Brackets a5ede2bed3 GLES: Re-enable non-float depal shader path.
Was accidentally always detected as unsupported.
2020-04-07 22:49:07 -07:00

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 "gfx/gl_common.h"
#include "thin3d/thin3d.h"
#include "thin3d/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_;
};