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Vulkan: Remove redundant YUYV conversion shaders
These are no longer used as of hybrid XFB.
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@ -44,14 +44,6 @@ public:
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u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
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u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half);
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// Encodes texture to guest memory in XFB (YUYV) format.
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void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,
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Texture2D* src_texture, const MathUtil::Rectangle<int>& src_rect);
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// Decodes data from guest memory in XFB (YUYV) format to a RGBA format texture on the GPU.
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void DecodeYUYVTextureFromMemory(VKTexture* dst_texture, const void* src_ptr, u32 src_width,
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u32 src_stride, u32 src_height);
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bool SupportsTextureDecoding(TextureFormat format, TLUTFormat palette_format);
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void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,
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u32 dst_level, const u8* data, size_t data_size, TextureFormat format,
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@ -79,8 +71,6 @@ private:
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bool CreateEncodingTexture();
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bool CreateDecodingTexture();
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bool CompileYUYVConversionShaders();
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// Allocates storage in the texel command buffer of the specified size.
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// If the buffer does not have enough space, executes the current command buffer and tries again.
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// If this is done, g_command_buffer_mgr->GetCurrentCommandBuffer() will return a different value,
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@ -118,10 +108,6 @@ private:
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};
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std::map<std::pair<TextureFormat, TLUTFormat>, TextureDecodingPipeline> m_decoding_pipelines;
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std::unique_ptr<Texture2D> m_decoding_texture;
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// XFB encoding/decoding shaders
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VkShaderModule m_rgb_to_yuyv_shader = VK_NULL_HANDLE;
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VkShaderModule m_yuyv_to_rgb_shader = VK_NULL_HANDLE;
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};
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} // namespace Vulkan
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