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This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
32 lines
957 B
C
32 lines
957 B
C
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/TextureDecoder.h"
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enum class APIType;
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#pragma pack(1)
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struct convertion_shader_uid_data
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{
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u32 NumValues() const { return sizeof(convertion_shader_uid_data); }
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EFBCopyFormat dst_format;
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u32 efb_has_alpha : 1;
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u32 is_depth_copy : 1;
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u32 is_intensity : 1;
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u32 scale_by_half : 1;
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};
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#pragma pack()
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using TextureConverterShaderUid = ShaderUid<convertion_shader_uid_data>;
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ShaderCode GenerateTextureConverterShaderCode(APIType api_type,
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const convertion_shader_uid_data* uid_data);
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TextureConverterShaderUid GetTextureConverterShaderUid(EFBCopyFormat dst_format, bool is_depth_copy,
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bool is_intensity, bool scale_by_half);
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