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