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path: root/Source/Core/VideoBackends/D3D12/PSTextureEncoder.h
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// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include "VideoBackends/D3D12/TextureEncoder.h"

#include "VideoCommon/TextureCacheBase.h"

namespace DX12
{

class PSTextureEncoder final : public TextureEncoder
{
public:
	PSTextureEncoder();

	void Init();
	void Shutdown();
	void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
	              PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
	              bool is_intensity, bool scale_by_half);

private:
	bool m_ready = false;

	ID3D12Resource* m_out = nullptr;
	D3D12_CPU_DESCRIPTOR_HANDLE m_out_rtv_cpu = {};

	ID3D12Resource* m_out_readback_buffer = nullptr;

	ID3D12Resource* m_encode_params_buffer = nullptr;
	void* m_encode_params_buffer_data = nullptr;

	D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format,
		PEControl::PixelFormat src_format, bool is_intensity, bool scale_by_half);

	using ComboKey = unsigned int; // Key for a shader combination
	static ComboKey MakeComboKey(unsigned int dst_format,
		PEControl::PixelFormat src_format, bool is_intensity, bool scale_by_half)
	{
		return (dst_format << 4) | (static_cast<int>(src_format) << 2) | (is_intensity ? (1 << 1) : 0)
			| (scale_by_half ? (1 << 0) : 0);
	}

	using ComboMap = std::map<ComboKey, D3D12_SHADER_BYTECODE>;
	ComboMap m_static_shaders_map;
	std::vector<ID3DBlob*> m_static_shaders_blobs;
};

}