forked from dolphin-emu/dolphin
		
	Using a texel buffer as the copy destination removes the need to copy to an intermediate texture first.
		
			
				
	
	
		
			101 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <memory>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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#include "VideoBackends/Vulkan/TextureCache.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoCommon.h"
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namespace Vulkan
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{
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class StagingTexture2D;
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class Texture2D;
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class TextureConverter
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{
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public:
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  TextureConverter();
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  ~TextureConverter();
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  bool Initialize();
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  // Applies palette to dst_entry, using indices from src_entry.
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  void ConvertTexture(TextureCache::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry,
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                      VkRenderPass render_pass, const void* palette, TlutFormat palette_format);
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  // Uses an encoding shader to copy src_texture to dest_ptr.
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  // NOTE: Executes the current command buffer.
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  void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width,
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                             u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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                             PEControl::PixelFormat src_format, bool is_intensity,
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                             int scale_by_half, const EFBRectangle& source);
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  // Encodes texture to guest memory in XFB (YUYV) format.
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  void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
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                                 Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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  // Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
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  void DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr,
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                                   u32 src_width, u32 src_stride, u32 src_height);
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private:
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  static const u32 NUM_TEXTURE_ENCODING_SHADERS = 64;
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  static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
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  static const u32 ENCODING_TEXTURE_HEIGHT = 1024;
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  static const VkFormat ENCODING_TEXTURE_FORMAT = VK_FORMAT_B8G8R8A8_UNORM;
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  static const size_t NUM_PALETTE_CONVERSION_SHADERS = 3;
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  bool CreateTexelBuffer();
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  VkBufferView CreateTexelBufferView(VkFormat format) const;
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  bool CompilePaletteConversionShaders();
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  bool CompileEncodingShaders();
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  bool CreateEncodingRenderPass();
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  bool CreateEncodingTexture();
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  bool CreateEncodingDownloadTexture();
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  bool CompileYUYVConversionShaders();
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  // Allocates storage in the texel command buffer of the specified size.
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  // If the buffer does not have enough space, executes the current command buffer and tries again.
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  // If this is done, g_command_buffer_mgr->GetCurrentCommandBuffer() will return a different value,
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  // so it always should be re-obtained after calling this method.
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  // Once the data copy is done, call m_texel_buffer->CommitMemory(size).
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  bool ReserveTexelBufferStorage(size_t size, size_t alignment);
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  // Returns the command buffer that the texture conversion should occur in for the given texture.
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  // This can be the initialization/copy command buffer, or the drawing command buffer.
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  VkCommandBuffer GetCommandBufferForTextureConversion(const TextureCache::TCacheEntry* src_entry);
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  // Shared between conversion types
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  std::unique_ptr<StreamBuffer> m_texel_buffer;
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  VkBufferView m_texel_buffer_view_r16_uint = VK_NULL_HANDLE;
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  VkBufferView m_texel_buffer_view_rgba8_unorm = VK_NULL_HANDLE;
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  size_t m_texel_buffer_size = 0;
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  // Palette conversion - taking an indexed texture and applying palette
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  std::array<VkShaderModule, NUM_PALETTE_CONVERSION_SHADERS> m_palette_conversion_shaders = {};
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  // Texture encoding - RGBA8->GX format in memory
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  std::array<VkShaderModule, NUM_TEXTURE_ENCODING_SHADERS> m_encoding_shaders = {};
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  VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE;
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  std::unique_ptr<Texture2D> m_encoding_render_texture;
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  VkFramebuffer m_encoding_render_framebuffer = VK_NULL_HANDLE;
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  std::unique_ptr<StagingTexture2D> m_encoding_download_texture;
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  // XFB encoding/decoding shaders
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  VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
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  VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
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};
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}  // namespace Vulkan
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