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Reformat all the things. Have fun with merge conflicts.
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@ -12,24 +12,19 @@ namespace DX11
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{
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// Maximum number of bytes that can occur in a texture block-row generated by
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// the encoder
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static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64;
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static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH / 4) * 64;
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// The maximum amount of data that the texture encoder can generate in one call
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static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
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static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW * (EFB_HEIGHT / 4);
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class TextureEncoder
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{
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public:
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virtual ~TextureEncoder() { }
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Returns size in bytes of encoded block of memory
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virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf) = 0;
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virtual ~TextureEncoder() {}
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Returns size in bytes of encoded block of memory
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virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, PEControl::PixelFormat srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0;
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};
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}
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