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Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
This commit is contained in:
@ -45,21 +45,22 @@ struct TextureAndTLUTFormat
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struct EFBCopyParams
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{
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EFBCopyParams(PEControl::PixelFormat efb_format_, EFBCopyFormat copy_format_, bool depth_,
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bool yuv_)
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: efb_format(efb_format_), copy_format(copy_format_), depth(depth_), yuv(yuv_)
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bool yuv_, float y_scale_)
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: efb_format(efb_format_), copy_format(copy_format_), depth(depth_), yuv(yuv_), y_scale(y_scale_)
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{
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}
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bool operator<(const EFBCopyParams& rhs) const
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{
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return std::tie(efb_format, copy_format, depth, yuv) <
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std::tie(rhs.efb_format, rhs.copy_format, rhs.depth, rhs.yuv);
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return std::tie(efb_format, copy_format, depth, yuv, y_scale) <
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std::tie(rhs.efb_format, rhs.copy_format, rhs.depth, rhs.yuv, rhs.y_scale);
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}
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PEControl::PixelFormat efb_format;
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EFBCopyFormat copy_format;
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bool depth;
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bool yuv;
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float y_scale;
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};
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class TextureCacheBase
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@ -86,6 +87,7 @@ public:
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// content, aren't just downscaled
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bool should_force_safe_hashing = false; // for XFB
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bool is_xfb_copy = false;
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float y_scale = 1.0f;
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unsigned int native_width,
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native_height; // Texture dimensions from the GameCube's point of view
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@ -188,7 +190,7 @@ public:
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virtual void BindTextures();
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void CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstFormat, u32 dstStride,
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bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
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bool scaleByHalf);
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bool scaleByHalf, float y_scale);
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virtual void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
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TLUTFormat format) = 0;
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@ -210,6 +212,8 @@ public:
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{
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}
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void ScaleTextureCacheEntryTo(TCacheEntry* entry, u32 new_width, u32 new_height);
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protected:
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TextureCacheBase();
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@ -235,7 +239,6 @@ private:
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TCacheEntry* ApplyPaletteToEntry(TCacheEntry* entry, u8* palette, TLUTFormat tlutfmt);
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void ScaleTextureCacheEntryTo(TCacheEntry* entry, u32 new_width, u32 new_height);
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TCacheEntry* DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette,
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TLUTFormat tlutfmt);
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