// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "TextureEncoder.h" struct ID3D11Texture2D; struct ID3D11RenderTargetView; struct ID3D11Buffer; struct ID3D11InputLayout; struct ID3D11VertexShader; struct ID3D11PixelShader; struct ID3D11ClassLinkage; struct ID3D11ClassInstance; struct ID3D11BlendState; struct ID3D11DepthStencilState; struct ID3D11RasterizerState; struct ID3D11SamplerState; namespace DX11 { class PSTextureEncoder : public TextureEncoder { public: PSTextureEncoder(); void Init(); void Shutdown(); size_t Encode(u8* dst, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf); private: bool m_ready; ID3D11Texture2D* m_out; ID3D11RenderTargetView* m_outRTV; ID3D11Texture2D* m_outStage; ID3D11Buffer* m_encodeParams; ID3D11Buffer* m_quad; ID3D11VertexShader* m_vShader; ID3D11InputLayout* m_quadLayout; ID3D11BlendState* m_efbEncodeBlendState; ID3D11DepthStencilState* m_efbEncodeDepthState; ID3D11RasterizerState* m_efbEncodeRastState; ID3D11SamplerState* m_efbSampler; // Stuff only used in static-linking mode (SM4.0-compatible) bool InitStaticMode(); bool SetStaticShader(unsigned int dstFormat, unsigned int srcFormat, bool isIntensity, bool scaleByHalf); typedef unsigned int ComboKey; // Key for a shader combination ComboKey MakeComboKey(unsigned int dstFormat, unsigned int srcFormat, bool isIntensity, bool scaleByHalf) { return (dstFormat << 4) | (srcFormat << 2) | (isIntensity ? (1<<1) : 0) | (scaleByHalf ? (1<<0) : 0); } typedef std::map ComboMap; ComboMap m_staticShaders; // Stuff only used for dynamic-linking mode (SM5.0+, available as soon as // Microsoft fixes their bloody HLSL compiler) bool InitDynamicMode(); bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat, bool isIntensity, bool scaleByHalf); ID3D11PixelShader* m_dynamicShader; ID3D11ClassLinkage* m_classLinkage; // Interface slots UINT m_fetchSlot; UINT m_scaledFetchSlot; UINT m_intensitySlot; UINT m_generatorSlot; // Class instances // Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z ID3D11ClassInstance* m_fetchClass[4]; // ScaledFetch: 0 is off, 1 is on ID3D11ClassInstance* m_scaledFetchClass[2]; // Intensity: 0 is off, 1 is on ID3D11ClassInstance* m_intensityClass[2]; // Generator: one for each dst format, 16 total ID3D11ClassInstance* m_generatorClass[16]; std::vector m_linkageArray; }; }