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,
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TLUTFormat format) override
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{
}
void CopyEFB(AbstractStagingTexture* 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, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override
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{
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TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
src_rect, scale_by_half, y_scale, gamma);
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}
private:
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override
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{
// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
};
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} // namespace SW