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Restructure parameters to TetxureConverterShaderGen/TextureConversionShader
This will be used for later refactoring for increased accuracy.
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@ -14,7 +14,7 @@ protected:
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const MathUtil::Rectangle<int>& src_rect, bool scale_by_half, bool linear_filter,
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float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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const EFBCopyFilterCoefficients& filter_coefficients) override
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const std::array<u32, 3>& filter_coefficients) override
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{
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TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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src_rect, scale_by_half, y_scale, gamma);
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@ -23,7 +23,7 @@ protected:
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const MathUtil::Rectangle<int>& src_rect, bool scale_by_half,
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bool linear_filter, EFBCopyFormat dst_format, bool is_intensity,
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float gamma, bool clamp_top, bool clamp_bottom,
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const EFBCopyFilterCoefficients& filter_coefficients) override
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const std::array<u32, 3>& filter_coefficients) override
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{
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// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
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