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