// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "VideoBackends/D3D/D3DTexture.h" #include "VideoCommon/TextureCacheBase.h" namespace DX11 { class TextureCache : public ::TextureCache { public: TextureCache(); ~TextureCache(); private: struct TCacheEntry : TCacheEntryBase { D3DTexture2D *const texture; D3D11_USAGE usage; TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D *_tex) : TCacheEntryBase(config), texture(_tex) {} ~TCacheEntry(); void Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int levels) override; void FromRenderTarget(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, 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 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;}; void CompileShaders() override { } void DeleteShaders() override { } }; }