libretro-dolphin/Source/Core/VideoCommon/TextureConversionShader.h
Lioncash aa77dff3a2 VideoCommon/TextureConversionShader: Convert over to using ShaderCode
Migrates the shader generator off the use of a global array, eliminating
the use of some global state. This also allows us to move the shader
generation over to using fmt in a subsequent change.
2020-01-23 14:19:36 -05:00

52 lines
1.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <utility>
#include "Common/CommonTypes.h"
enum class APIType;
enum class TextureFormat;
enum class EFBCopyFormat;
enum class TLUTFormat;
enum TexelBufferFormat : u32;
struct EFBCopyParams;
namespace TextureConversionShaderTiled
{
u16 GetEncodedSampleCount(EFBCopyFormat format);
std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type);
// Information required to compile and dispatch a texture decoding shader.
struct DecodingShaderInfo
{
TexelBufferFormat buffer_format;
u32 palette_size;
u32 group_size_x;
u32 group_size_y;
bool group_flatten;
const char* shader_body;
};
// Obtain shader information for the specified texture format.
// If this format does not have a shader written for it, returns nullptr.
const DecodingShaderInfo* GetDecodingShaderInfo(TextureFormat format);
// Determine how many thread groups should be dispatched for an image of the specified width/height.
// First is the number of X groups, second is the number of Y groups, Z is always one.
std::pair<u32, u32> GetDispatchCount(const DecodingShaderInfo* info, u32 width, u32 height);
// Returns the GLSL string containing the texture decoding shader for the specified format.
std::string GenerateDecodingShader(TextureFormat format, TLUTFormat palette_format,
APIType api_type);
// Returns the GLSL string containing the palette conversion shader for the specified format.
std::string GeneratePaletteConversionShader(TLUTFormat palette_format, APIType api_type);
} // namespace TextureConversionShaderTiled