// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include "Common/CommonTypes.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/VideoCommon.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 final { public: PSTextureEncoder(); void Init(); void Shutdown(); void Encode(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half); private: ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyFormat& format); bool m_ready; ID3D11Texture2D* m_out; ID3D11RenderTargetView* m_outRTV; ID3D11Texture2D* m_outStage; ID3D11Buffer* m_encodeParams; std::map m_encoding_shaders; }; }