dolphin/Source/Core/VideoBackends/Vulkan/PaletteTextureConverter.h

53 lines
1.4 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/Vulkan/StreamBuffer.h"
#include "VideoCommon/TextureDecoder.h"
namespace Vulkan
{
class StateTracker;
class Texture2D;
// Since this converter uses a uniform texel buffer, we can't use the general pipeline generators.
class PaletteTextureConverter
{
public:
PaletteTextureConverter();
~PaletteTextureConverter();
bool Initialize();
void ConvertTexture(StateTracker* state_tracker, VkCommandBuffer command_buffer,
VkRenderPass render_pass, VkFramebuffer dst_framebuffer,
Texture2D* src_texture, u32 width, u32 height, void* palette,
TlutFormat format, u32 src_format);
private:
static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
bool CreateBuffers();
bool CompileShaders();
bool CreateDescriptorLayout();
VkDescriptorSetLayout m_palette_set_layout = VK_NULL_HANDLE;
VkPipelineLayout m_pipeline_layout = VK_NULL_HANDLE;
std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_shaders = {};
std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
VkBufferView m_palette_buffer_view = VK_NULL_HANDLE;
std::unique_ptr<StreamBuffer> m_uniform_buffer;
};
} // namespace Vulkan