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Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
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@ -20,6 +20,7 @@ namespace Vulkan
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{
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class StagingTexture2D;
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class Texture2D;
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class VKTexture;
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class TextureConverter
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{
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@ -30,8 +31,9 @@ public:
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bool Initialize();
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// Applies palette to dst_entry, using indices from src_entry.
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void ConvertTexture(TextureCache::TCacheEntry* dst_entry, TextureCache::TCacheEntry* src_entry,
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VkRenderPass render_pass, const void* palette, TlutFormat palette_format);
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void ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
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TextureCache::TCacheEntry* src_entry, VkRenderPass render_pass,
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const void* palette, TlutFormat palette_format);
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// Uses an encoding shader to copy src_texture to dest_ptr.
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// NOTE: Executes the current command buffer.
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@ -45,8 +47,8 @@ public:
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Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
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void DecodeYUYVTextureFromMemory(TextureCache::TCacheEntry* dst_texture, const void* src_ptr,
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u32 src_width, u32 src_stride, u32 src_height);
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void DecodeYUYVTextureFromMemory(VKTexture* dst_texture, const void* src_ptr, u32 src_width,
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u32 src_stride, u32 src_height);
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bool SupportsTextureDecoding(TextureFormat format, TlutFormat palette_format);
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void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,
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