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Implement EFB copy filter and gamma in hardware backends
Also makes y_scale a dynamic parameter for EFB copies, as it doesn't make sense to keep it as part of the uid, otherwise we're generating redundant shaders.
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@ -40,9 +40,12 @@ public:
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// Uses an encoding shader to copy src_texture to dest_ptr.
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// NOTE: Executes the current command buffer.
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void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params,
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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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void
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EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, const EFBCopyParams& params,
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u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
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float gamma, bool clamp_top, bool clamp_bottom,
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const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
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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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