forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			33 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include <memory>
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| #include "VideoBackends/Software/SWTexture.h"
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| #include "VideoBackends/Software/TextureEncoder.h"
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| #include "VideoCommon/TextureCacheBase.h"
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| 
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| namespace SW
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| {
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| class TextureCache : public TextureCacheBase
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| {
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| protected:
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|   void CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& params, u32 native_width,
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|                u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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|                const MathUtil::Rectangle<int>& src_rect, bool scale_by_half, bool linear_filter,
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|                float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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|                const EFBCopyFilterCoefficients& filter_coefficients) override
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|   {
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|     TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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|                            src_rect, scale_by_half, y_scale, gamma);
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|   }
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|   void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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|                            const MathUtil::Rectangle<int>& src_rect, bool scale_by_half,
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|                            bool linear_filter, EFBCopyFormat dst_format, bool is_intensity,
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|                            float gamma, bool clamp_top, bool clamp_bottom,
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|                            const EFBCopyFilterCoefficients& filter_coefficients) override
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|   {
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|     // TODO: If we ever want to "fake" vram textures, we would need to implement this
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|   }
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| };
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| 
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| }  // namespace SW
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