dolphin/Source/Core/VideoBackends/Software/TextureCache.h

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#pragma once
#include <memory>
#include "VideoBackends/Software/SWTexture.h"
#include "VideoBackends/Software/TextureEncoder.h"
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#include "VideoCommon/TextureCacheBase.h"
namespace SW
{
class TextureCache : public TextureCacheBase
{
public:
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
TLUTFormat format) override
{
}
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half) override
{
TextureEncoder::Encode(dst, params, native_width, bytes_per_row,
num_blocks_y, memory_stride, src_rect,
scale_by_half);
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}
private:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override
{
return std::make_unique<SWTexture>(config);
}
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
{
// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
};
} // namespace SW