VideoCommon: Create a namespace for TextureConversionShaderGen.
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@ -510,7 +510,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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glViewport(0, 0, destination_texture->GetConfig().width, destination_texture->GetConfig().height);
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auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half);
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auto it = m_efb_copy_programs.emplace(uid, EFBCopyShader());
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EFBCopyShader& shader = it.first->second;
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@ -518,7 +519,7 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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if (created)
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{
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ShaderCode code = GenerateTextureConverterShaderCode(APIType::OpenGL, uid.GetUidData());
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ShaderCode code = TextureConversionShaderGen::GenerateShader(APIType::OpenGL, uid.GetUidData());
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std::string geo_program = "";
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char prefix = 'f';
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@ -86,7 +86,7 @@ private:
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GLuint position_uniform;
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};
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std::map<TextureConverterShaderUid, EFBCopyShader> m_efb_copy_programs;
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std::map<TextureConversionShaderGen::TCShaderUid, EFBCopyShader> m_efb_copy_programs;
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SHADER m_colorCopyProgram;
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GLuint m_colorCopyPositionUniform;
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@ -307,7 +307,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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texture->GetRawTexIdentifier()->TransitionToLayout(command_buffer,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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auto uid = GetTextureConverterShaderUid(dst_format, is_depth_copy, is_intensity, scale_by_half);
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auto uid = TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
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scale_by_half);
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auto it = m_efb_copy_to_tex_shaders.emplace(uid, VkShaderModule(VK_NULL_HANDLE));
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VkShaderModule& shader = it.first->second;
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@ -316,7 +317,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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if (created)
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{
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std::string source = g_shader_cache->GetUtilityShaderHeader();
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source += GenerateTextureConverterShaderCode(APIType::Vulkan, uid.GetUidData()).GetBuffer();
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source +=
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TextureConversionShaderGen::GenerateShader(APIType::Vulkan, uid.GetUidData()).GetBuffer();
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shader = Util::CompileAndCreateFragmentShader(source);
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}
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@ -65,7 +65,7 @@ private:
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std::unique_ptr<TextureConverter> m_texture_converter;
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VkShaderModule m_copy_shader = VK_NULL_HANDLE;
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std::map<TextureConverterShaderUid, VkShaderModule> m_efb_copy_to_tex_shaders;
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std::map<TextureConversionShaderGen::TCShaderUid, VkShaderModule> m_efb_copy_to_tex_shaders;
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};
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} // namespace Vulkan
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@ -12,11 +12,13 @@
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half)
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namespace TextureConversionShaderGen
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{
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TextureConverterShaderUid out;
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convertion_shader_uid_data* uid_data = out.GetUidData<convertion_shader_uid_data>();
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TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
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bool scale_by_half)
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{
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TCShaderUid out;
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UidData* uid_data = out.GetUidData<UidData>();
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memset(uid_data, 0, sizeof(*uid_data));
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uid_data->dst_format = dst_format;
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@ -28,8 +30,7 @@ TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format,
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return out;
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}
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ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
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const convertion_shader_uid_data* uid_data)
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data)
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{
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ShaderCode out;
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@ -299,3 +300,5 @@ ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
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return out;
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}
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} // namespace TextureConversionShaderGen
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@ -10,10 +10,12 @@
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enum class APIType;
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#pragma pack(1)
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struct convertion_shader_uid_data
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namespace TextureConversionShaderGen
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{
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u32 NumValues() const { return sizeof(convertion_shader_uid_data); }
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#pragma pack(1)
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struct UidData
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{
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u32 NumValues() const { return sizeof(UidData); }
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EFBCopyFormat dst_format;
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u32 efb_has_alpha : 1;
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@ -23,10 +25,11 @@ struct convertion_shader_uid_data
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};
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#pragma pack()
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using TextureConverterShaderUid = ShaderUid<convertion_shader_uid_data>;
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using TCShaderUid = ShaderUid<UidData>;
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ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
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const convertion_shader_uid_data* uid_data);
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ShaderCode GenerateShader(APIType api_type, const UidData* uid_data);
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TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half);
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TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_intensity,
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bool scale_by_half);
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} // namespace TextureConversionShaderGen
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