104 lines
2.6 KiB
C++
104 lines
2.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include "VideoBackends/D3D/TextureEncoder.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 : public TextureEncoder
|
|
{
|
|
|
|
public:
|
|
|
|
PSTextureEncoder();
|
|
|
|
void Init();
|
|
void Shutdown();
|
|
size_t Encode(u8* dst, unsigned int dstFormat,
|
|
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
|
|
bool isIntensity, bool scaleByHalf);
|
|
|
|
private:
|
|
|
|
bool m_ready;
|
|
|
|
ID3D11Texture2D* m_out;
|
|
ID3D11RenderTargetView* m_outRTV;
|
|
ID3D11Texture2D* m_outStage;
|
|
ID3D11Buffer* m_encodeParams;
|
|
ID3D11Buffer* m_quad;
|
|
ID3D11VertexShader* m_vShader;
|
|
ID3D11InputLayout* m_quadLayout;
|
|
ID3D11BlendState* m_efbEncodeBlendState;
|
|
ID3D11DepthStencilState* m_efbEncodeDepthState;
|
|
ID3D11RasterizerState* m_efbEncodeRastState;
|
|
ID3D11SamplerState* m_efbSampler;
|
|
|
|
// Stuff only used in static-linking mode (SM4.0-compatible)
|
|
|
|
bool InitStaticMode();
|
|
bool SetStaticShader(unsigned int dstFormat,
|
|
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
|
|
|
|
typedef unsigned int ComboKey; // Key for a shader combination
|
|
|
|
ComboKey MakeComboKey(unsigned int dstFormat,
|
|
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf)
|
|
{
|
|
return (dstFormat << 4) | (static_cast<int>(srcFormat) << 2) | (isIntensity ? (1<<1) : 0)
|
|
| (scaleByHalf ? (1<<0) : 0);
|
|
}
|
|
|
|
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
|
|
|
|
ComboMap m_staticShaders;
|
|
|
|
// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
|
|
// Microsoft fixes their bloody HLSL compiler)
|
|
|
|
bool InitDynamicMode();
|
|
bool SetDynamicShader(unsigned int dstFormat,
|
|
PEControl::PixelFormat srcFormat, bool isIntensity, bool scaleByHalf);
|
|
|
|
ID3D11PixelShader* m_dynamicShader;
|
|
ID3D11ClassLinkage* m_classLinkage;
|
|
|
|
// Interface slots
|
|
UINT m_fetchSlot;
|
|
UINT m_scaledFetchSlot;
|
|
UINT m_intensitySlot;
|
|
UINT m_generatorSlot;
|
|
|
|
// Class instances
|
|
// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
|
|
ID3D11ClassInstance* m_fetchClass[4];
|
|
// ScaledFetch: 0 is off, 1 is on
|
|
ID3D11ClassInstance* m_scaledFetchClass[2];
|
|
// Intensity: 0 is off, 1 is on
|
|
ID3D11ClassInstance* m_intensityClass[2];
|
|
// Generator: one for each dst format, 16 total
|
|
ID3D11ClassInstance* m_generatorClass[16];
|
|
|
|
std::vector<ID3D11ClassInstance*> m_linkageArray;
|
|
|
|
};
|
|
|
|
}
|