dolphin/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _PSTEXTUREENCODER_H
#define _PSTEXTUREENCODER_H
#include "TextureEncoder.h"
struct ID3D11Texture2D;
struct ID3D11RenderTargetView;
struct ID3D11Buffer;
struct ID3D11InputLayout;
struct ID3D11VertexShader;
struct ID3D11PixelShader;
struct ID3D11ClassLinkage;
struct ID3D11ClassInstance;
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
struct ID3D11SamplerState;
namespace DX11
{
class PSTextureEncoder : public TextureEncoder
{
public:
PSTextureEncoder();
void Init();
void Shutdown();
size_t Encode(u8* dst, unsigned int dstFormat,
unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf);
private:
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11Buffer* m_quad;
ID3D11VertexShader* m_vShader;
ID3D11InputLayout* m_quadLayout;
ID3D11BlendState* m_efbEncodeBlendState;
ID3D11DepthStencilState* m_efbEncodeDepthState;
ID3D11RasterizerState* m_efbEncodeRastState;
ID3D11SamplerState* m_efbSampler;
// Stuff only used in static-linking mode (SM4.0-compatible)
bool InitStaticMode();
bool SetStaticShader(unsigned int dstFormat, unsigned int srcFormat,
bool isIntensity, bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination
ComboKey MakeComboKey(unsigned int dstFormat, unsigned int srcFormat,
bool isIntensity, bool scaleByHalf)
{
return (dstFormat << 4) | (srcFormat << 2) | (isIntensity ? (1<<1) : 0)
| (scaleByHalf ? (1<<0) : 0);
}
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
ComboMap m_staticShaders;
// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
// Microsoft fixes their bloody HLSL compiler)
bool InitDynamicMode();
bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
bool isIntensity, bool scaleByHalf);
ID3D11PixelShader* m_dynamicShader;
ID3D11ClassLinkage* m_classLinkage;
// Interface slots
UINT m_fetchSlot;
UINT m_scaledFetchSlot;
UINT m_intensitySlot;
UINT m_generatorSlot;
// Class instances
// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
ID3D11ClassInstance* m_fetchClass[4];
// ScaledFetch: 0 is off, 1 is on
ID3D11ClassInstance* m_scaledFetchClass[2];
// Intensity: 0 is off, 1 is on
ID3D11ClassInstance* m_intensityClass[2];
// Generator: one for each dst format, 16 total
ID3D11ClassInstance* m_generatorClass[16];
std::vector<ID3D11ClassInstance*> m_linkageArray;
};
}
#endif