// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include "VideoBackends/D3D12/D3DTexture.h" #include "VideoCommon/TextureCacheBase.h" namespace DX12 { class D3DStreamBuffer; class TextureCache final : public TextureCacheBase { public: TextureCache(); ~TextureCache(); virtual void BindTextures(); private: struct TCacheEntry : TCacheEntryBase { D3DTexture2D* const m_texture = nullptr; D3D12_CPU_DESCRIPTOR_HANDLE m_texture_srv_cpu_handle = {}; D3D12_GPU_DESCRIPTOR_HANDLE m_texture_srv_gpu_handle = {}; D3D12_CPU_DESCRIPTOR_HANDLE m_texture_srv_gpu_handle_cpu_shadow = {}; TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D* tex) : TCacheEntryBase(config), m_texture(tex) { } ~TCacheEntry(); void CopyRectangleFromTexture(const TCacheEntryBase* source, const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& dst_rect) override; void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override; void FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half, unsigned int cbuf_id, const float* colmat) override; void Bind(unsigned int stage) override; bool Save(const std::string& filename, unsigned int level) override; }; TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override; u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 source_width, u32 source_height, bool is_from_z_buffer, bool is_intensity_format, u32 copy_format, int scale_by_half, const EFBRectangle& source) { return 0; }; void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override; void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) override; bool CompileShaders() override { return true; } void DeleteShaders() override {} std::unique_ptr m_palette_stream_buffer; ID3D12Resource* m_palette_uniform_buffer = nullptr; D3D12_SHADER_BYTECODE m_palette_pixel_shaders[3] = {}; }; }