// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/StreamBuffer.h" #include "VideoBackends/Vulkan/TextureCache.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VideoCommon.h" namespace Vulkan { class StagingTexture2D; class Texture2D; class TextureConverter { public: TextureConverter(); ~TextureConverter(); bool Initialize(); // Applies palette to dst_entry, using indices from src_entry. void ConvertTexture(TextureCache::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry, VkRenderPass render_pass, const void* palette, TlutFormat palette_format); // Uses an encoding shader to copy src_texture to dest_ptr. // NOTE: Executes the current command buffer. void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format, bool is_intensity, int scale_by_half, const EFBRectangle& source); // Encodes texture to guest memory in XFB (YUYV) format. void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height, Texture2D* src_texture, const MathUtil::Rectangle& src_rect); // Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU. void DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr, u32 src_width, u32 src_stride, u32 src_height); private: static const u32 NUM_TEXTURE_ENCODING_SHADERS = 64; static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4; static const u32 ENCODING_TEXTURE_HEIGHT = 1024; static const VkFormat ENCODING_TEXTURE_FORMAT = VK_FORMAT_B8G8R8A8_UNORM; static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3; bool CreateTexelBuffer(); VkBufferView CreateTexelBufferView(VkFormat format) const; bool CompilePaletteConversionShaders(); bool CompileEncodingShaders(); bool CreateEncodingRenderPass(); bool CreateEncodingTexture(); bool CreateEncodingDownloadTexture(); bool CompileYUYVConversionShaders(); // 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 m_texel_buffer; VkBufferView m_texel_buffer_view_r16_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 m_palette_conversion_shaders = {}; // Texture encoding - RGBA8->GX format in memory std::array m_encoding_shaders = {}; VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE; std::unique_ptr m_encoding_render_texture; VkFramebuffer m_encoding_render_framebuffer = VK_NULL_HANDLE; std::unique_ptr m_encoding_download_texture; // XFB encoding/decoding shaders VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE; VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE; }; } // namespace Vulkan