ppsspp/GPU/Common/TextureShaderCommon.h
Unknown W. Brackets a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00

68 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/.
#pragma once
#include <map>
#include <vector>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/GPU/Shader.h"
#include "Common/GPU/thin3d.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
class ClutTexture {
public:
Draw::Texture *texture;
int lastFrame;
int rampLength;
};
// For CLUT depal shaders, and other pre-bind texture shaders.
// Caches both shaders and palette textures.
class TextureShaderCache {
public:
TextureShaderCache(Draw::DrawContext *draw, Draw2D *draw2D);
~TextureShaderCache();
Draw2DPipeline *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat, bool smoothedDepal, u32 depthUpperBits);
ClutTexture GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, const u32 *rawClut);
Draw::SamplerState *GetSampler(bool linearFilter);
void Clear();
void Decimate();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
Draw::DrawContext *draw_;
Draw::SamplerState *nearestSampler_ = nullptr;
Draw::SamplerState *linearSampler_ = nullptr;
Draw2D *draw2D_;
std::map<u64, Draw2DPipeline *> depalCache_;
std::map<u32, ClutTexture *> texCache_;
};