// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoCommon/TextureDecoder.h" enum class APIType; namespace TextureConversionShader { u16 GetEncodedSampleCount(u32 format); const char* GenerateEncodingShader(const EFBCopyFormat& format, APIType ApiType); // View format of the input data to the texture decoding shader. enum BufferFormat { BUFFER_FORMAT_R8_UINT, BUFFER_FORMAT_R16_UINT, BUFFER_FORMAT_R32G32_UINT, BUFFER_FORMAT_COUNT }; // Information required to compile and dispatch a texture decoding shader. struct DecodingShaderInfo { BufferFormat buffer_format; u32 palette_size; u32 group_size_x; u32 group_size_y; bool group_flatten; const char* shader_body; }; // Obtain shader information for the specified texture format. // If this format does not have a shader written for it, returns nullptr. const DecodingShaderInfo* GetDecodingShaderInfo(TextureFormat format); // Determine how many bytes there are in each element of the texel buffer. // Needed for alignment and stride calculations. u32 GetBytesPerBufferElement(BufferFormat buffer_format); // Determine how many thread groups should be dispatched for an image of the specified width/height. // First is the number of X groups, second is the number of Y groups, Z is always one. std::pair GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height); // Returns the GLSL string containing the texture decoding shader for the specified format. std::string GenerateDecodingShader(TextureFormat format, TlutFormat palette_format, APIType api_type); } // namespace TextureConversionShader