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D3D11: Implement EFB format reinterpretation.
Now someone port this to OpenGL please, kthxbye. Fix some warnings, fix a wrong string, ... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7061 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -87,6 +87,14 @@ public:
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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}
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
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@ -102,6 +110,8 @@ private:
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* color_temp_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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} m_efb;
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