Restructure parameters to TetxureConverterShaderGen/TextureConversionShader

This will be used for later refactoring for increased accuracy.
This commit is contained in:
Pokechu22
2022-02-07 13:37:28 -08:00
parent d20094efa2
commit 791bd16b28
7 changed files with 89 additions and 76 deletions

View File

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