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Fix shadowing like in DX9..
Not sure if the previous commit broke anything, but better be safe.. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6629 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -373,9 +373,10 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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true, bScaleByHalf > 0 && !bFromZBuffer);
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true, bScaleByHalf > 0 && !bFromZBuffer);
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u64 hash = 0;
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if (g_ActiveConfig.bEFBCopyCacheEnable)
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if (g_ActiveConfig.bEFBCopyCacheEnable)
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{
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{
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u64 hash = GetHash64(dest_ptr, size_in_bytes,
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hash = GetHash64(dest_ptr, size_in_bytes,
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g_ActiveConfig.iSafeTextureCache_ColorSamples);
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g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// If the texture in RAM is already in the texture cache,
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// If the texture in RAM is already in the texture cache,
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@ -385,7 +386,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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}
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}
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TextureCache::MakeRangeDynamic(address,size_in_bytes);
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TextureCache::MakeRangeDynamic(address,size_in_bytes);
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return 0;
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return hash;
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}
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}
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
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