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

36 lines
1.1 KiB
C
Raw Normal View History

2017-05-29 22:02:09 +00:00
#pragma once
#include <memory>
#include "VideoBackends/Software/SWTexture.h"
#include "VideoBackends/Software/TextureEncoder.h"
2017-05-29 22:02:09 +00:00
#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,
2017-09-03 02:30:34 +00:00
TLUTFormat format) override
2017-05-29 22:02:09 +00:00
{
}
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
{
2017-09-03 02:30:34 +00:00
TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
src_rect, scale_by_half);
2017-05-29 22:02:09 +00:00
}
private:
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity) override
2017-05-29 22:02:09 +00:00
{
// TODO: If we ever want to "fake" vram textures, we would need to implement this
2017-05-29 22:02:09 +00:00
}
};
2017-09-03 02:30:34 +00:00
} // namespace SW