dolphin/Source/Core/VideoCommon/TextureConversionShader.h

56 lines
1.6 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <utility>
#include "Common/CommonTypes.h"
enum class APIType;
namespace TextureConversionShader
{
u16 GetEncodedSampleCount(u32 format);
const char* GenerateEncodingShader(u32 format, APIType ApiType);
// View format of the input data to the texture decoding shader.
enum BufferFormat
{
BUFFER_FORMAT_R8_UINT,
BUFFER_FORMAT_R16_UINT,
BUFFER_FORMAT_R32G32_UINT,
BUFFER_FORMAT_COUNT
};
// Information required to compile and dispatch a texture decoding shader.
struct DecodingShaderInfo
{
BufferFormat buffer_format;
u32 palette_size;
u32 group_size_x;
u32 group_size_y;
bool group_flatten;
const char* shader_body;
};
// Obtain shader information for the specified texture format.
// If this format does not have a shader written for it, returns nullptr.
const DecodingShaderInfo* GetDecodingShaderInfo(u32 format);
// Determine how many bytes there are in each element of the texel buffer.
// Needed for alignment and stride calculations.
u32 GetBytesPerBufferElement(BufferFormat buffer_format);
// Determine how many thread groups should be dispatched for an image of the specified width/height.
// First is the number of X groups, second is the number of Y groups, Z is always one.
std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height);
// Returns the GLSL string containing the texture decoding shader for the specified format.
std::string GenerateDecodingShader(u32 format, u32 palette_format, APIType api_type);
} // namespace TextureConversionShader