dolphin/Source/Core/VideoBackends/Vulkan/TextureConverter.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <map>
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#include <memory>
#include <utility>
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#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoBackends/Vulkan/TextureCache.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
class AbstractStagingTexture;
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namespace Vulkan
{
class Texture2D;
class VKTexture;
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class TextureConverter
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{
public:
TextureConverter();
~TextureConverter();
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bool Initialize();
// Applies palette to dst_entry, using indices from src_entry.
void ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
TextureCache::TCacheEntry* src_entry, const void* palette,
TLUTFormat palette_format);
// Uses an encoding shader to copy src_texture to dest.
void EncodeTextureToMemory(
VkImageView src_texture, AbstractStagingTexture* dest, 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 TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
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bool SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format);
void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,
u32 dst_level, const u8* data, size_t data_size, TextureFormat format,
u32 width, u32 height, u32 aligned_width, u32 aligned_height, u32 row_stride,
const u8* palette, TLUTFormat palette_format);
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private:
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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// Maximum size of a texture based on BP registers.
static const u32 DECODING_TEXTURE_WIDTH = 1024;
static const u32 DECODING_TEXTURE_HEIGHT = 1024;
bool CreateTexelBuffer();
VkBufferView CreateTexelBufferView(VkFormat format) const;
bool CompilePaletteConversionShaders();
VkShaderModule CompileEncodingShader(const EFBCopyParams& params);
VkShaderModule GetEncodingShader(const EFBCopyParams& params);
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bool CreateEncodingTexture();
bool CreateDecodingTexture();
// Allocates storage in the texel command buffer of the specified size.
// If the buffer does not have enough space, executes the current command buffer and tries again.
// If this is done, g_command_buffer_mgr->GetCurrentCommandBuffer() will return a different value,
// so it always should be re-obtained after calling this method.
// Once the data copy is done, call m_texel_buffer->CommitMemory(size).
bool ReserveTexelBufferStorage(size_t size, size_t alignment);
// Returns the command buffer that the texture conversion should occur in for the given texture.
// This can be the initialization/copy command buffer, or the drawing command buffer.
VkCommandBuffer GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry);
// Shared between conversion types
std::unique_ptr<StreamBuffer> m_texel_buffer;
VkBufferView m_texel_buffer_view_r8_uint = VK_NULL_HANDLE;
VkBufferView m_texel_buffer_view_r16_uint = VK_NULL_HANDLE;
VkBufferView m_texel_buffer_view_r32g32_uint = VK_NULL_HANDLE;
VkBufferView m_texel_buffer_view_rgba8_uint = VK_NULL_HANDLE;
VkBufferView m_texel_buffer_view_rgba8_unorm = VK_NULL_HANDLE;
size_t m_texel_buffer_size = 0;
// Palette conversion - taking an indexed texture and applying palette
std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_palette_conversion_shaders = {};
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// Texture encoding - RGBA8->GX format in memory
std::map<EFBCopyParams, VkShaderModule> m_encoding_shaders;
std::unique_ptr<AbstractTexture> m_encoding_render_texture;
// Texture decoding - GX format in memory->RGBA8
struct TextureDecodingPipeline
{
const TextureConversionShaderTiled::DecodingShaderInfo* base_info;
VkShaderModule compute_shader;
bool valid;
};
std::map<std::pair<TextureFormat, TLUTFormat>, TextureDecodingPipeline> m_decoding_pipelines;
std::unique_ptr<Texture2D> m_decoding_texture;
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};
} // namespace Vulkan