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Reformat all the things. Have fun with merge conflicts.
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@ -13,39 +13,33 @@ struct ID3D11SamplerState;
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namespace DX11
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{
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class Television
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{
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public:
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Television();
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Television();
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void Init();
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void Shutdown();
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void Init();
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void Shutdown();
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// Submit video data to be drawn. This will change the current state of the
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// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
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// may be virtualized when rendering so the RAM may not actually be read.
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void Submit(u32 xfbAddr, u32 stride, u32 width, u32 height);
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// Submit video data to be drawn. This will change the current state of the
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// TV. xfbAddr points to YUYV data stored in GameCube/Wii RAM, but the XFB
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// may be virtualized when rendering so the RAM may not actually be read.
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void Submit(u32 xfbAddr, u32 stride, u32 width, u32 height);
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// Render the current state of the TV.
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void Render();
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// Render the current state of the TV.
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void Render();
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private:
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// Properties of last Submit call
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u32 m_curAddr;
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u32 m_curWidth;
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u32 m_curHeight;
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// Properties of last Submit call
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u32 m_curAddr;
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u32 m_curWidth;
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u32 m_curHeight;
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// Used for real XFB mode
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ID3D11Texture2D* m_yuyvTexture;
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ID3D11ShaderResourceView* m_yuyvTextureSRV;
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ID3D11PixelShader* m_pShader;
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ID3D11SamplerState* m_samplerState;
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// Used for real XFB mode
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ID3D11Texture2D* m_yuyvTexture;
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ID3D11ShaderResourceView* m_yuyvTextureSRV;
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ID3D11PixelShader* m_pShader;
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ID3D11SamplerState* m_samplerState;
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};
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}
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