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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Formatting cleanup for VideoCommon.
Block braces on new lines. Also killed off trailing whitespace and dangling elses. Spaced some things out to make them more readable (only in places where it looked like a bit of a clusterfuck).
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@ -42,9 +42,12 @@ TextureCache::TextureCache()
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temp_size = 2048 * 2048 * 4;
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if (!temp)
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temp = (u8*)AllocateAlignedMemory(temp_size, 16);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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@ -125,7 +128,9 @@ void TextureCache::Cleanup()
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textures.erase(iter++);
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}
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else
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{
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++iter;
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}
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}
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}
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@ -143,7 +148,9 @@ void TextureCache::InvalidateRange(u32 start_address, u32 size)
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textures.erase(iter++);
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}
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else
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{
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++iter;
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}
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}
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}
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@ -201,7 +208,9 @@ void TextureCache::ClearRenderTargets()
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textures.erase(iter++);
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}
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else
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{
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++iter;
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}
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}
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}
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@ -547,17 +556,20 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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// Emulation methods:
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//
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// - EFB to RAM:
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// Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
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// Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
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// Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
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// Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
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//
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// - EFB to texture:
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// Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
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// Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
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// Since we don't do any further encoding or decoding here, this method is much faster.
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// It also allows enhancing the visual quality by doing scaled EFB copies.
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// - hybrid EFB copies:
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//
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// - Hybrid EFB copies:
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// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
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// 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
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// If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies.
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@ -672,8 +684,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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}
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else
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{
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cbufid = 9;
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}
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cbufid = 9;
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}
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}
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else// alpha
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{
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