ppsspp/GPU/Common/DepalettizeCommon.h

83 lines
2.6 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <map>
#include <vector>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/GPU/Shader.h"
#include "Common/GPU/thin3d.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
class DepalShader {
public:
Draw::ShaderModule *fragShader;
Draw::Pipeline *pipeline;
std::string code;
};
class DepalTexture {
public:
Draw::Texture *texture;
int lastFrame;
};
// Caches both shaders and palette textures.
class DepalShaderCache {
public:
DepalShaderCache(Draw::DrawContext *draw);
~DepalShaderCache();
// This also uploads the palette and binds the correct texture.
DepalShader *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat);
Draw::Texture *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut);
Draw::SamplerState *GetSampler();
void ApplyShader(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH, const KnownVertexBounds &bounds, u32 uoff, u32 voff);
void Clear();
void Decimate();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
static uint32_t GenerateShaderID(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat) {
return (clutMode & 0xFFFFFF) | (pixelFormat << 24) | (texFormat << 28);
}
static uint32_t GetClutID(GEPaletteFormat clutFormat, uint32_t clutHash) {
// Simplistic.
return clutHash ^ (uint32_t)clutFormat;
}
Draw::DrawContext *draw_;
Draw::ShaderModule *vertexShader_ = nullptr;
Draw::SamplerState *nearestSampler_ = nullptr;
std::map<u32, DepalShader *> cache_;
std::map<u32, DepalTexture *> texCache_;
};