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GPU: Add adaptive and box downsampling modes
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@ -71,6 +71,10 @@ private:
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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void DownsampleFramebuffer(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferAdaptive(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(D3D11::Texture& source, u32 left, u32 top, u32 width, u32 height);
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ComPtr<ID3D11Device> m_device;
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ComPtr<ID3D11DeviceContext> m_context;
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@ -105,6 +109,7 @@ private:
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ComPtr<ID3D11SamplerState> m_point_sampler_state;
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ComPtr<ID3D11SamplerState> m_linear_sampler_state;
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ComPtr<ID3D11SamplerState> m_trilinear_sampler_state;
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std::array<ComPtr<ID3D11BlendState>, 5> m_batch_blend_states; // [transparency_mode]
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ComPtr<ID3D11InputLayout> m_batch_input_layout;
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@ -113,6 +118,7 @@ private:
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m_batch_pixel_shaders; // [render_mode][texture_mode][dithering][interlacing]
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ComPtr<ID3D11VertexShader> m_screen_quad_vertex_shader;
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ComPtr<ID3D11VertexShader> m_uv_quad_vertex_shader;
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ComPtr<ID3D11PixelShader> m_copy_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_fill_pixel_shader;
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ComPtr<ID3D11PixelShader> m_vram_interlaced_fill_pixel_shader;
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@ -123,4 +129,13 @@ private:
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std::array<std::array<ComPtr<ID3D11PixelShader>, 3>, 2> m_display_pixel_shaders; // [depth_24][interlaced]
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D3D11::Texture m_vram_replacement_texture;
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// downsampling
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ComPtr<ID3D11PixelShader> m_downsample_first_pass_pixel_shader;
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ComPtr<ID3D11PixelShader> m_downsample_mid_pass_pixel_shader;
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ComPtr<ID3D11PixelShader> m_downsample_blur_pass_pixel_shader;
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ComPtr<ID3D11PixelShader> m_downsample_composite_pixel_shader;
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D3D11::Texture m_downsample_texture;
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D3D11::Texture m_downsample_weight_texture;
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std::vector<std::pair<ComPtr<ID3D11ShaderResourceView>, ComPtr<ID3D11RenderTargetView>>> m_downsample_mip_views;
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};
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