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Hybrid XFB: Fix lint errors
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@ -97,7 +97,7 @@ struct TextureLookupInformation
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u32 tmem_address_even = 0;
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u32 tmem_address_odd = 0;
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int texture_cache_safety_color_sample_size = 0; // Default to safe hashing
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int texture_cache_safety_color_sample_size = 0; // Default to safe hashing
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u8* src_data;
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@ -132,7 +132,7 @@ public:
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float gamma = 1.0f;
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u64 id;
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bool reference_changed = false; // used by xfb to determine when a reference xfb changed
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bool reference_changed = false; // used by xfb to determine when a reference xfb changed
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unsigned int native_width,
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native_height; // Texture dimensions from the GameCube's point of view
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@ -234,14 +234,20 @@ public:
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u32 tmem_address_odd = 0);
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TCacheEntry* GetXFBTexture(u32 address, u32 width, u32 height, TextureFormat texformat,
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int textureCacheSafetyColorSampleSize);
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std::optional<TextureLookupInformation> ComputeTextureInformation(u32 address, u32 width, u32 height, TextureFormat texformat,
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int textureCacheSafetyColorSampleSize, bool from_tmem, u32 tmem_address_even, u32 tmem_address_odd, u32 tlutaddr, TLUTFormat tlutfmt, u32 levels);
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int textureCacheSafetyColorSampleSize);
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std::optional<TextureLookupInformation>
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ComputeTextureInformation(u32 address, u32 width, u32 height, TextureFormat texformat,
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int textureCacheSafetyColorSampleSize, bool from_tmem,
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u32 tmem_address_even, u32 tmem_address_odd, u32 tlutaddr,
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TLUTFormat tlutfmt, u32 levels);
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TCacheEntry* GetXFBFromCache(const TextureLookupInformation& tex_info);
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bool LoadTextureFromOverlappingTextures(TCacheEntry* entry_to_update, const TextureLookupInformation& tex_info);
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bool LoadTextureFromOverlappingTextures(TCacheEntry* entry_to_update,
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const TextureLookupInformation& tex_info);
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TCacheEntry* CreateNormalTexture(const TextureLookupInformation& tex_info);
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void LoadTextureFromMemory(TCacheEntry* entry_to_update, const TextureLookupInformation& tex_info);
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void LoadTextureLevelZeroFromMemory(TCacheEntry* entry_to_update, const TextureLookupInformation& tex_info, bool decode_on_gpu);
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void LoadTextureFromMemory(TCacheEntry* entry_to_update,
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const TextureLookupInformation& tex_info);
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void LoadTextureLevelZeroFromMemory(TCacheEntry* entry_to_update,
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const TextureLookupInformation& tex_info, bool decode_on_gpu);
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virtual void BindTextures();
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void CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat, u32 dstStride,
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bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
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