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So the Metal backend can use them too. No functional change. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <unordered_map>
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#include <vector>
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/GPU/thin3d.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/Draw2D.h"
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#include "GPU/Common/ShaderCommon.h"
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class ClutTexture {
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public:
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enum { MAX_RAMPS = 3 };
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Draw::Texture *texture;
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int lastFrame;
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int rampLengths[MAX_RAMPS];
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int rampStarts[MAX_RAMPS];
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};
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class ClutTextureCache {
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public:
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ClutTextureCache(Draw::DrawContext *draw) : draw_(draw) {}
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ClutTexture GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, const u32 *rawClut);
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void Clear();
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void Decimate();
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void DeviceLost();
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void DeviceRestore(Draw::DrawContext *draw);
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private:
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Draw::DrawContext *draw_ = nullptr;
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std::unordered_map<u32, ClutTexture *> texCache_;
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};
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// For CLUT depal shaders, and other pre-bind texture shaders.
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// Caches both shaders and palette textures.
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class TextureShaderCache {
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public:
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TextureShaderCache(Draw::DrawContext *draw, Draw2D *draw2D);
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~TextureShaderCache();
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Draw2DPipeline *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat, bool smoothedDepal, u32 depthUpperBits, bool depthIntoHalves = false);
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Draw::SamplerState *GetSampler(bool linearFilter);
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void Clear();
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) const;
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std::string DebugGetShaderString(const std::string &id, DebugShaderType type, DebugShaderStringType stringType) const;
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void DeviceLost();
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void DeviceRestore(Draw::DrawContext *draw);
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private:
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Draw::DrawContext *draw_;
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Draw::SamplerState *nearestSampler_ = nullptr;
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Draw::SamplerState *linearSampler_ = nullptr;
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Draw2D *draw2D_;
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std::unordered_map<u64, Draw2DPipeline *> pipelineCache_;
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};
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// Hardware texture upscaling, with compute shaders.
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// The single pass upload shader, with a %s for the scaling shader (its applyScaling()).
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extern const char *const textureScaleUploadShader;
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struct TextureScaleScratchDesc {
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const char *tag;
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uint8_t widthScale;
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uint8_t heightScale;
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};
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struct TextureScaleStageDesc {
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uint8_t shaderIndex;
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int8_t inputScratch; // -1 means the original upload buffer.
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int8_t outputScratch; // -1 means the final destination image.
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uint8_t srcWidthScale;
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uint8_t srcHeightScale;
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uint8_t dstWidthScale;
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uint8_t dstHeightScale;
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bool useFinalOutputSize;
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};
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// The scratch images and passes of a multipass scaling shader (NNEDI3). False for an unsupported scale factor.
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bool GetTextureScaleMultipassLayout(int scaleFactor, std::vector<TextureScaleScratchDesc> *scratchDescs, std::vector<TextureScaleStageDesc> *stageDescs);
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