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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/D3D/TextureEncoder.h
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureEncoder.h')
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1 files changed, 122 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureEncoder.h b/Source/Core/VideoBackends/D3D/TextureEncoder.h
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+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#ifndef _TEXTUREENCODER_H
+#define _TEXTUREENCODER_H
+
+#include "VideoCommon.h"
+
+namespace DX11
+{
+
+// 4-bit format: 8x8 texels / cache line
+// 8-bit format: 8x4 texels / cache line
+// 16-bit format: 4x4 texels / cache line
+// 32-bit format: 4x4 texels / 2 cache lines
+// Compressed format: 8x8 texels / cache line
+
+// Document EFB encoding formats here with examples of where they are used.
+
+// Format: 0 - R4
+// Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1,
+// isIntensity 1, scaleByHalf 1).
+
+// Format: 1 - R8
+// FIXME: Unseen. May or may not be a duplicate of format 8.
+
+// Format: 2 - A4 R4
+// FIXME: Unseen.
+
+// Format: 3 - A8 R8
+// FIXME: Unseen.
+
+// Format: 4 - R5 G6 B5
+// Used in Wind Waker for most render-to-texture effects like heat shimmer and
+// depth-of-field.
+
+// Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4
+// Used in Twilight Princess for character shadows.
+
+// Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8
+// Used in Twilight Princess for bloom effect.
+
+// Format: 7 - A8
+// Used in Metroid Prime 2 for the scan visor.
+
+// Format: 8 - R8
+// Used in Twilight Princess for the map.
+
+// Format: 9 - G8
+// FIXME: Unseen.
+
+// Format: A - B8
+// Used in Metroid Prime 2 for the scan visor.
+
+// Format: B - G8 R8
+// Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to
+// render depth textures. The bytes are swapped, so games have to correct it
+// in RAM before using it as a texture.
+
+// Format: C - B8 G8
+// FIXME: Unseen.
+
+const unsigned int BLOCK_WIDTHS[16] = {
+ 8, // R4
+ 8, // R8 (FIXME: duplicate of R8 below?)
+ 8, // A4 R4
+ 4, // A8 R8
+ 4, // R5 G6 B5
+ 4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
+ 4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
+ 8, // A8
+ 8, // R8 (FIXME: duplicate of R8 above?)
+ 8, // G8
+ 8, // B8
+ 4, // G8 R8
+ 4, // B8 G8
+ 0, 0, 0 // Unknown formats
+};
+
+const unsigned int BLOCK_HEIGHTS[16] = {
+ 8, // R4
+ 4, // R8 (FIXME: duplicate of R8 below?)
+ 4, // A4 R4
+ 4, // A8 R8
+ 4, // R5 G6 B5
+ 4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
+ 4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
+ 4, // A8
+ 4, // R8 (FIXME: duplicate of R8 above?)
+ 4, // G8
+ 4, // B8
+ 4, // G8 R8
+ 4, // B8 G8
+ 0, 0, 0 // Unknown formats
+};
+
+// Maximum number of bytes that can occur in a texture block-row generated by
+// the encoder
+static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64;
+// The maximum amount of data that the texture encoder can generate in one call
+static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
+
+class TextureEncoder
+{
+
+public:
+
+ virtual ~TextureEncoder() { }
+
+ virtual void Init() = 0;
+ virtual void Shutdown() = 0;
+ // Returns size in bytes of encoded block of memory
+ virtual size_t Encode(u8* dst, unsigned int dstFormat,
+ unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
+ bool scaleByHalf) = 0;
+
+};
+
+}
+
+#endif