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Merge pull request #8000 from stenzek/more-videocommon-cleanup
Additional cleanup/fixes from VideoCommon merge
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@ -166,17 +166,17 @@ public:
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// EFB coordinate conversion functions
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// Use this to convert a whole native EFB rect to backbuffer coordinates
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TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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MathUtil::Rectangle<int> ConvertEFBRectangle(const MathUtil::Rectangle<int>& rc);
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const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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const MathUtil::Rectangle<int>& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<TargetRectangle, TargetRectangle>
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ConvertStereoRectangle(const TargetRectangle& rc) const;
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std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
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ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
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unsigned int GetEFBScale() const;
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@ -195,11 +195,11 @@ public:
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z);
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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void RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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float Gamma = 1.0f);
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void RenderToXFB(u32 xfbAddr, const MathUtil::Rectangle<int>& sourceRc, u32 fbStride,
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u32 fbHeight, float Gamma = 1.0f);
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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@ -216,7 +216,8 @@ public:
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc);
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virtual void RenderXFBToScreen(const AbstractTexture* texture,
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const MathUtil::Rectangle<int>& rc);
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// Called when the configuration changes, and backend structures need to be updated.
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virtual void OnConfigChanged(u32 bits) {}
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@ -294,7 +295,7 @@ protected:
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int m_backbuffer_height = 0;
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float m_backbuffer_scale = 1.0f;
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AbstractTextureFormat m_backbuffer_format = AbstractTextureFormat::Undefined;
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TargetRectangle m_target_rectangle = {};
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MathUtil::Rectangle<int> m_target_rectangle = {};
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int m_frame_count = 0;
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FPSCounter m_fps_counter;
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