// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _TEXTUREENCODER_H #define _TEXTUREENCODER_H #include "VideoCommon.h" namespace DX11 { // 4-bit format: 8x8 texels / cache line // 8-bit format: 8x4 texels / cache line // 16-bit format: 4x4 texels / cache line // 32-bit format: 4x4 texels / 2 cache lines // Compressed format: 8x8 texels / cache line // Document EFB encoding formats here with examples of where they are used. // Format: 0 - R4 // Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1, // isIntensity 1, scaleByHalf 1). // Format: 1 - R8 // FIXME: Unseen. May or may not be a duplicate of format 8. // Format: 2 - A4 R4 // FIXME: Unseen. // Format: 3 - A8 R8 // FIXME: Unseen. // Format: 4 - R5 G6 B5 // Used in Wind Waker for most render-to-texture effects like heat shimmer and // depth-of-field. // Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4 // Used in Twilight Princess for character shadows. // Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8 // Used in Twilight Princess for bloom effect. // Format: 7 - A8 // Used in Metroid Prime 2 for the scan visor. // Format: 8 - R8 // Used in Twilight Princess for the map. // Format: 9 - G8 // FIXME: Unseen. // Format: A - B8 // Used in Metroid Prime 2 for the scan visor. // Format: B - G8 R8 // Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to // render depth textures. The bytes are swapped, so games have to correct it // in RAM before using it as a texture. // Format: C - B8 G8 // FIXME: Unseen. const unsigned int BLOCK_WIDTHS[16] = { 8, // R4 8, // R8 (FIXME: duplicate of R8 below?) 8, // A4 R4 4, // A8 R8 4, // R5 G6 B5 4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4 4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines) 8, // A8 8, // R8 (FIXME: duplicate of R8 above?) 8, // G8 8, // B8 4, // G8 R8 4, // B8 G8 0, 0, 0 // Unknown formats }; const unsigned int BLOCK_HEIGHTS[16] = { 8, // R4 4, // R8 (FIXME: duplicate of R8 below?) 4, // A4 R4 4, // A8 R8 4, // R5 G6 B5 4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4 4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines) 4, // A8 4, // R8 (FIXME: duplicate of R8 above?) 4, // G8 4, // B8 4, // G8 R8 4, // B8 G8 0, 0, 0 // Unknown formats }; // Maximum number of bytes that can occur in a texture block-row generated by // the encoder static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64; // The maximum amount of data that the texture encoder can generate in one call static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4); class TextureEncoder { public: virtual ~TextureEncoder() { } virtual void Init() = 0; virtual void Shutdown() = 0; // Returns size in bytes of encoded block of memory virtual size_t Encode(u8* dst, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0; }; } #endif