2016-08-13 12:57:50 +00:00
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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2016-10-01 03:07:50 +00:00
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#include <array>
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2016-12-09 12:23:07 +00:00
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#include <map>
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2016-08-13 12:57:50 +00:00
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#include <memory>
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2016-12-09 12:23:07 +00:00
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#include <utility>
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2016-10-01 03:07:50 +00:00
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/TextureCache.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoCommon.h"
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namespace Vulkan
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{
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class StagingTexture2D;
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class Texture2D;
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class TextureConverter
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{
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public:
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TextureConverter();
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~TextureConverter();
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bool Initialize();
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// Applies palette to dst_entry, using indices from src_entry.
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void ConvertTexture(TextureCache::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry,
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VkRenderPass render_pass, const void* palette, TlutFormat palette_format);
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// Uses an encoding shader to copy src_texture to dest_ptr.
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// NOTE: Executes the current command buffer.
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void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, const EFBCopyFormat& format,
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u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half);
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// Encodes texture to guest memory in XFB (YUYV) format.
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void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
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Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
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void DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr,
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u32 src_width, u32 src_stride, u32 src_height);
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bool SupportsTextureDecoding(TextureFormat format, TlutFormat palette_format);
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void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,
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u32 dst_level, const u8* data, size_t data_size, TextureFormat format,
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u32 width, u32 height, u32 aligned_width, u32 aligned_height, u32 row_stride,
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const u8* palette, TlutFormat palette_format);
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private:
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static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
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static const u32 ENCODING_TEXTURE_HEIGHT = 1024;
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static const VkFormat ENCODING_TEXTURE_FORMAT = VK_FORMAT_B8G8R8A8_UNORM;
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static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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// Maximum size of a texture based on BP registers.
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static const u32 DECODING_TEXTURE_WIDTH = 1024;
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static const u32 DECODING_TEXTURE_HEIGHT = 1024;
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bool CreateTexelBuffer();
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VkBufferView CreateTexelBufferView(VkFormat format) const;
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bool CompilePaletteConversionShaders();
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VkShaderModule CompileEncodingShader(const EFBCopyFormat& format);
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VkShaderModule GetEncodingShader(const EFBCopyFormat& format);
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bool CreateEncodingRenderPass();
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bool CreateEncodingTexture();
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bool CreateEncodingDownloadTexture();
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bool CreateDecodingTexture();
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bool CompileYUYVConversionShaders();
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// Allocates storage in the texel command buffer of the specified size.
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// If the buffer does not have enough space, executes the current command buffer and tries again.
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// If this is done, g_command_buffer_mgr->GetCurrentCommandBuffer() will return a different value,
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// so it always should be re-obtained after calling this method.
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// Once the data copy is done, call m_texel_buffer->CommitMemory(size).
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bool ReserveTexelBufferStorage(size_t size, size_t alignment);
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// Returns the command buffer that the texture conversion should occur in for the given texture.
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// This can be the initialization/copy command buffer, or the drawing command buffer.
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VkCommandBuffer GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry);
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// Shared between conversion types
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std::unique_ptr<StreamBuffer> m_texel_buffer;
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VkBufferView m_texel_buffer_view_r8_uint = VK_NULL_HANDLE;
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VkBufferView m_texel_buffer_view_r16_uint = VK_NULL_HANDLE;
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VkBufferView m_texel_buffer_view_r32g32_uint = VK_NULL_HANDLE;
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VkBufferView m_texel_buffer_view_rgba8_unorm = VK_NULL_HANDLE;
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size_t m_texel_buffer_size = 0;
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// Palette conversion - taking an indexed texture and applying palette
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std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_palette_conversion_shaders = {};
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// Texture encoding - RGBA8->GX format in memory
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std::map<EFBCopyFormat, VkShaderModule> m_encoding_shaders;
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VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE;
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std::unique_ptr<Texture2D> m_encoding_render_texture;
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VkFramebuffer m_encoding_render_framebuffer = VK_NULL_HANDLE;
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std::unique_ptr<StagingTexture2D> m_encoding_download_texture;
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// Texture decoding - GX format in memory->RGBA8
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struct TextureDecodingPipeline
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{
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const TextureConversionShader::DecodingShaderInfo* base_info;
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VkShaderModule compute_shader;
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bool valid;
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};
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std::map<std::pair<TextureFormat, TlutFormat>, TextureDecodingPipeline> m_decoding_pipelines;
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std::unique_ptr<Texture2D> m_decoding_texture;
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// XFB encoding/decoding shaders
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VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
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VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
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};
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} // namespace Vulkan
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