// 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/VulkanLoader.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/VideoCommon.h" namespace Vulkan { class StagingTexture2D; class StateTracker; class Texture2D; class TextureEncoder { public: TextureEncoder(); ~TextureEncoder(); bool Initialize(); // Uses an encoding shader to copy src_texture to dest_ptr. // Assumes that no render pass is currently in progress. // WARNING: Executes the current command buffer. void EncodeTextureToRam(StateTracker* state_tracker, 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); private: // From OGL. 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; bool CompileShaders(); bool CreateEncodingRenderPass(); bool CreateEncodingTexture(); bool CreateDownloadTexture(); std::array m_texture_encoding_shaders = {}; VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE; std::unique_ptr m_encoding_texture; VkFramebuffer m_encoding_texture_framebuffer = VK_NULL_HANDLE; std::unique_ptr m_download_texture; }; } // namespace Vulkan