// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include "Common/CommonTypes.h" #include "VideoBackends/D3D12/D3DBase.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/VideoCommon.h" namespace DX12 { 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: D3D12_SHADER_BYTECODE GetEncodingPixelShader(const EFBCopyFormat& format); bool m_ready = false; ID3D12Resource* m_out = nullptr; D3D12_CPU_DESCRIPTOR_HANDLE m_out_rtv_cpu = {}; ID3D12Resource* m_out_readback_buffer = nullptr; ID3D12Resource* m_encode_params_buffer = nullptr; void* m_encode_params_buffer_data = nullptr; std::map m_encoding_shaders; std::vector m_shader_blobs; }; }