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https://github.com/dolphin-emu/dolphin.git
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Remove EFB to RAM cache, and simplify code.
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@ -20,13 +20,6 @@ struct VideoConfig;
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class TextureCache
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{
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public:
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enum TexCacheEntryType
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{
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TCET_NORMAL,
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TCET_EC_VRAM, // EFB copy which sits in VRAM and is ready to be used
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TCET_EC_DYNAMIC, // EFB copy which sits in RAM and needs to be decoded before being used
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};
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struct TCacheEntryConfig
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{
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TCacheEntryConfig() : width(0), height(0), levels(1), layers(1), rendertarget(false) {}
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@ -61,8 +54,6 @@ public:
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u64 hash;
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u32 format;
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enum TexCacheEntryType type;
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unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
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unsigned int native_levels;
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@ -104,7 +95,7 @@ public:
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bool OverlapsMemoryRange(u32 range_address, u32 range_size) const;
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bool IsEfbCopy() { return (type == TCET_EC_VRAM || type == TCET_EC_DYNAMIC); }
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bool IsEfbCopy() { return config.rendertarget; }
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};
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virtual ~TextureCache(); // needs virtual for DX11 dtor
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@ -119,7 +110,6 @@ public:
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static void InvalidateRange(u32 start_address, u32 size);
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static void MakeRangeDynamic(u32 start_address, u32 size);
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static void ClearRenderTargets(); // currently only used by OGL
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static bool Find(u32 start_address, u64 hash);
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virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0;
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