dolphin/Source/Core/VideoBackends/D3D/PSTextureEncoder.h

51 lines
1.2 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include "Common/CommonTypes.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/VideoCommon.h"
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();
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:
ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyFormat& format);
bool m_ready;
ID3D11Texture2D* m_out;
ID3D11RenderTargetView* m_outRTV;
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
std::map<EFBCopyFormat, ID3D11PixelShader*> m_encoding_shaders;
};
}