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Reformat all the things. Have fun with merge conflicts.
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@ -11,24 +11,22 @@
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namespace OGL
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{
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// Converts textures between formats using shaders
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// TODO: support multiple texture formats
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namespace TextureConverter
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{
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void Init();
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void Shutdown();
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, u32 dstWidth, u32 dstStride, u32 dstHeight);
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth,
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u32 dstStride, u32 dstHeight);
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
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// returns size of the encoded data (in bytes)
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
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bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
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}
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} // namespace OGL
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