dolphin/Source/Core/VideoBackends/D3D/TextureCache.h
magumagu c0a4760f0e Decode EFB copies used as paletted textures.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format.  Detect when this happens, and decode the copy on
the GPU using the specified palette.

This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.

D3D only at the moment, but porting to OpenGL should be straightforward..
2015-02-19 15:09:27 -08:00

56 lines
1.6 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoCommon/TextureCacheBase.h"
namespace DX11
{
class TextureCache : public ::TextureCache
{
public:
TextureCache();
~TextureCache();
private:
struct TCacheEntry : TCacheEntryBase
{
D3DTexture2D *const texture;
D3D11_USAGE usage;
TCacheEntry(const TCacheEntryConfig& config, D3DTexture2D *_tex) : TCacheEntryBase(config), texture(_tex) {}
~TCacheEntry();
void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int levels) override;
void FromRenderTarget(u32 dstAddr, unsigned int dstFormat,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) override;
void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override;
};
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
u64 EncodeToRamFromTexture(u32 address, void* source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) {return 0;};
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override;
void CompileShaders() override { }
void DeleteShaders() override { }
ID3D11Buffer* palette_buf;
ID3D11ShaderResourceView* palette_buf_srv;
ID3D11Buffer* palette_uniform;
ID3D11PixelShader* palette_pixel_shader[3];
};
}