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Reformat all the things. Have fun with merge conflicts.
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@ -46,67 +46,69 @@ namespace DX11
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struct XFBSource : public XFBSourceBase
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{
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XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
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~XFBSource() { tex->Release(); }
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XFBSource(D3DTexture2D* _tex, int slices) : tex(_tex), m_slices(slices) {}
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~XFBSource() { tex->Release(); }
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void CopyEFB(float Gamma) override;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void CopyEFB(float Gamma) override;
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D3DTexture2D* const tex;
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const int m_slices;
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D3DTexture2D* const tex;
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const int m_slices;
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};
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager();
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~FramebufferManager();
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FramebufferManager();
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~FramebufferManager();
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static D3DTexture2D* &GetEFBColorTexture();
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static D3DTexture2D* &GetEFBColorReadTexture();
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static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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static D3DTexture2D*& GetEFBColorTexture();
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static D3DTexture2D*& GetEFBColorReadTexture();
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static ID3D11Texture2D*& GetEFBColorStagingBuffer();
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static D3DTexture2D* &GetEFBDepthTexture();
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static D3DTexture2D* &GetEFBDepthReadTexture();
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static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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static D3DTexture2D*& GetEFBDepthTexture();
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static D3DTexture2D*& GetEFBDepthReadTexture();
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static ID3D11Texture2D*& GetEFBDepthStagingBuffer();
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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static D3DTexture2D*& GetResolvedEFBColorTexture();
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static D3DTexture2D*& GetResolvedEFBDepthTexture();
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static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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}
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static D3DTexture2D*& GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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}
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private:
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
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void GetTargetSize(unsigned int *width, unsigned int *height) override;
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers) override;
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void GetTargetSize(unsigned int* width, unsigned int* height) override;
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void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
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void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,
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float Gamma) override;
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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D3DTexture2D* color_read_texture;
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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D3DTexture2D* color_read_texture;
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D3DTexture2D* depth_tex;
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* depth_tex;
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* color_temp_tex;
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D3DTexture2D* color_temp_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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int slices;
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} m_efb;
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int slices;
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} m_efb;
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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};
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} // namespace DX11
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