dolphin/Source/Core/VideoBackends/OGL/TextureCache.h
Markus Wick 491c10ec96 VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same
shader with the colmat hard coded. So it should already improve the GPU
performance a bit, but a rewrite of the shader generator is suggested.

Half of the patch is done by linkmauve1:
VideoCommon: Reorganise the shader writes.
2017-12-02 15:17:39 +01:00

101 lines
3.1 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <utility>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureConversionShader.h"
#include "VideoCommon/TextureConverterShaderGen.h"
#include "VideoCommon/VideoCommon.h"
class AbstractTexture;
class StreamBuffer;
struct TextureConfig;
namespace OGL
{
class TextureCache : public TextureCacheBase
{
public:
TextureCache();
~TextureCache();
static TextureCache* GetInstance();
bool SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format) override;
void DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u8* data, size_t data_size,
TextureFormat format, u32 width, u32 height, u32 aligned_width,
u32 aligned_height, u32 row_stride, const u8* palette,
TLUTFormat palette_format) override;
const SHADER& GetColorCopyProgram() const;
GLuint GetColorCopyPositionUniform() const;
private:
struct PaletteShader
{
SHADER shader;
GLuint buffer_offset_uniform;
GLuint multiplier_uniform;
GLuint copy_position_uniform;
};
struct TextureDecodingProgramInfo
{
const TextureConversionShader::DecodingShaderInfo* base_info = nullptr;
SHADER program;
GLint uniform_dst_size = -1;
GLint uniform_src_size = -1;
GLint uniform_src_row_stride = -1;
GLint uniform_src_offset = -1;
GLint uniform_palette_offset = -1;
bool valid = false;
};
void ConvertTexture(TCacheEntry* destination, TCacheEntry* source, const void* palette,
TLUTFormat format) override;
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat,
EFBCopyFormat dst_format, bool is_intensity) override;
bool CompileShaders() override;
void DeleteShaders() override;
bool CompilePaletteShader(TLUTFormat tlutfmt, const std::string& vcode, const std::string& pcode,
const std::string& gcode);
void CreateTextureDecodingResources();
void DestroyTextureDecodingResources();
struct EFBCopyShader
{
SHADER shader;
GLuint position_uniform;
};
std::map<TextureConverterShaderUid, EFBCopyShader> m_efb_copy_programs;
SHADER m_colorCopyProgram;
GLuint m_colorCopyPositionUniform;
std::array<PaletteShader, 3> m_palette_shaders;
std::unique_ptr<StreamBuffer> m_palette_stream_buffer;
GLuint m_palette_resolv_texture = 0;
std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> m_texture_decoding_program_info;
std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT> m_texture_decoding_buffer_views;
};
}