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