// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/VideoCommon.h" class AbstractTexture; class AbstractStagingTexture; 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(); ~PSTextureEncoder(); void Init(); void Shutdown(); void Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom, const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients); private: ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params); ID3D11Buffer* m_encode_params = nullptr; std::unique_ptr m_encoding_render_texture; std::unique_ptr m_encoding_readback_texture; std::map m_encoding_shaders; }; }