Files
ppsspp/GPU/Common/TextureShaderCommon.h
T
Henrik RydgårdandClaude Opus 5.5 55109b39fb TextureCacheVulkan: Move the texture scaling upload shader and passes to common
So the Metal backend can use them too. No functional change.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:02:22 +02:00

105 lines
3.3 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <unordered_map>
#include <vector>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/GPU/thin3d.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/ShaderCommon.h"
class ClutTexture {
public:
enum { MAX_RAMPS = 3 };
Draw::Texture *texture;
int lastFrame;
int rampLengths[MAX_RAMPS];
int rampStarts[MAX_RAMPS];
};
class ClutTextureCache {
public:
ClutTextureCache(Draw::DrawContext *draw) : draw_(draw) {}
ClutTexture GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, const u32 *rawClut);
void Clear();
void Decimate();
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
Draw::DrawContext *draw_ = nullptr;
std::unordered_map<u32, ClutTexture *> texCache_;
};
// For CLUT depal shaders, and other pre-bind texture shaders.
// Caches both shaders and palette textures.
class TextureShaderCache {
public:
TextureShaderCache(Draw::DrawContext *draw, Draw2D *draw2D);
~TextureShaderCache();
Draw2DPipeline *GetDepalettizeShader(uint32_t clutMode, GETextureFormat texFormat, GEBufferFormat pixelFormat, bool smoothedDepal, u32 depthUpperBits, bool depthIntoHalves = false);
Draw::SamplerState *GetSampler(bool linearFilter);
void Clear();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) const;
std::string DebugGetShaderString(const std::string &id, DebugShaderType type, DebugShaderStringType stringType) const;
void DeviceLost();
void DeviceRestore(Draw::DrawContext *draw);
private:
Draw::DrawContext *draw_;
Draw::SamplerState *nearestSampler_ = nullptr;
Draw::SamplerState *linearSampler_ = nullptr;
Draw2D *draw2D_;
std::unordered_map<u64, Draw2DPipeline *> pipelineCache_;
};
// Hardware texture upscaling, with compute shaders.
// The single pass upload shader, with a %s for the scaling shader (its applyScaling()).
extern const char *const textureScaleUploadShader;
struct TextureScaleScratchDesc {
const char *tag;
uint8_t widthScale;
uint8_t heightScale;
};
struct TextureScaleStageDesc {
uint8_t shaderIndex;
int8_t inputScratch; // -1 means the original upload buffer.
int8_t outputScratch; // -1 means the final destination image.
uint8_t srcWidthScale;
uint8_t srcHeightScale;
uint8_t dstWidthScale;
uint8_t dstHeightScale;
bool useFinalOutputSize;
};
// The scratch images and passes of a multipass scaling shader (NNEDI3). False for an unsupported scale factor.
bool GetTextureScaleMultipassLayout(int scaleFactor, std::vector<TextureScaleScratchDesc> *scratchDescs, std::vector<TextureScaleStageDesc> *stageDescs);