// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "TextureCacheBase.h" #include "D3DTexture.h" namespace DX11 { class TextureCache : public ::TextureCache { public: TextureCache(); ~TextureCache(); private: struct TCacheEntry : TCacheEntryBase { D3DTexture2D *const texture; D3D11_USAGE usage; TCacheEntry(D3DTexture2D *_tex) : texture(_tex) {} ~TCacheEntry(); void Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int levels); void FromRenderTarget(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat); void Bind(unsigned int stage); bool Save(const char filename[], unsigned int level); }; TCacheEntryBase* CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt); TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h); u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;}; }; }