Clarify texture cache code. Previously, there were THREE sets of texture dimensions, and it was hard to tell which set was for what purpose.

Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2010-10-20 00:39:45 +00:00
parent 9a03484d64
commit 0e534dd033
8 changed files with 33 additions and 27 deletions

View File

@ -24,9 +24,15 @@ public:
u32 format;
int frameCount;
unsigned int w, h, mipLevels;
// TODO: it looks like scaledW/H can be removed and w/h can be used in their place
unsigned int scaledW, scaledH, nativeW, nativeH;
unsigned int realW, realH; // Texture dimensions from the GameCube's point of view
unsigned int virtualW, virtualH; // Texture dimensions from OUR point of view
// Real and virtual dimensions are usually the same, but may be
// different if e.g. we use high-res textures. Then, realW,realH will
// be the dimensions of the original GameCube texture and
// virtualW,virtualH will be the dimensions of the high-res texture.
unsigned int mipLevels;
bool isRenderTarget;
bool isDynamic; // mofified from cpu