// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include "Common/CommonTypes.h" #include "VideoBackends/Vulkan/StreamBuffer.h" #include "VideoBackends/Vulkan/TextureCache.h" #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VideoCommon.h" class AbstractTexture; class AbstractStagingTexture; namespace Vulkan { class Texture2D; class VKTexture; class TextureConverter { public: TextureConverter(); ~TextureConverter(); bool Initialize(); // Applies palette to dst_entry, using indices from src_entry. void ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry, const void* palette, TLUTFormat palette_format); // Uses an encoding shader to copy src_texture to dest. void EncodeTextureToMemory( VkImageView src_texture, AbstractStagingTexture* dest, 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); bool SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format); void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry, u32 dst_level, const u8* data, size_t data_size, TextureFormat format, u32 width, u32 height, u32 aligned_width, u32 aligned_height, u32 row_stride, const u8* palette, TLUTFormat palette_format); private: static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3; // Maximum size of a texture based on BP registers. static const u32 DECODING_TEXTURE_WIDTH = 1024; static const u32 DECODING_TEXTURE_HEIGHT = 1024; bool CreateTexelBuffer(); VkBufferView CreateTexelBufferView(VkFormat format) const; bool CompilePaletteConversionShaders(); VkShaderModule CompileEncodingShader(const EFBCopyParams& params); VkShaderModule GetEncodingShader(const EFBCopyParams& params); bool CreateEncodingTexture(); bool CreateDecodingTexture(); // Allocates storage in the texel command buffer of the specified size. // If the buffer does not have enough space, executes the current command buffer and tries again. // If this is done, g_command_buffer_mgr->GetCurrentCommandBuffer() will return a different value, // so it always should be re-obtained after calling this method. // Once the data copy is done, call m_texel_buffer->CommitMemory(size). bool ReserveTexelBufferStorage(size_t size, size_t alignment); // Returns the command buffer that the texture conversion should occur in for the given texture. // This can be the initialization/copy command buffer, or the drawing command buffer. VkCommandBuffer GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry); // Shared between conversion types std::unique_ptr m_texel_buffer; VkBufferView m_texel_buffer_view_r8_uint = VK_NULL_HANDLE; VkBufferView m_texel_buffer_view_r16_uint = VK_NULL_HANDLE; VkBufferView m_texel_buffer_view_r32g32_uint = VK_NULL_HANDLE; VkBufferView m_texel_buffer_view_rgba8_uint = VK_NULL_HANDLE; VkBufferView m_texel_buffer_view_rgba8_unorm = VK_NULL_HANDLE; size_t m_texel_buffer_size = 0; // Palette conversion - taking an indexed texture and applying palette std::array m_palette_conversion_shaders = {}; // Texture encoding - RGBA8->GX format in memory std::map m_encoding_shaders; std::unique_ptr m_encoding_render_texture; // Texture decoding - GX format in memory->RGBA8 struct TextureDecodingPipeline { const TextureConversionShaderTiled::DecodingShaderInfo* base_info; VkShaderModule compute_shader; bool valid; }; std::map, TextureDecodingPipeline> m_decoding_pipelines; std::unique_ptr m_decoding_texture; }; } // namespace Vulkan