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Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing. - Rename TlutFormat -> TLUTFormat to follow conventions. - Use enum classes to prevent using a Texture format where an EFB Copy format is expected or vice-versa. - Use common EFBCopyFormat names regardless of depth and YUV configurations.
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@ -32,12 +32,12 @@ public:
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void Init();
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void Shutdown();
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void Encode(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
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void Encode(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
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u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
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bool scale_by_half);
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private:
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ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyFormat& format);
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ID3D11PixelShader* GetEncodingPixelShader(const EFBCopyParams& params);
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bool m_ready;
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@ -45,6 +45,6 @@ private:
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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std::map<EFBCopyFormat, ID3D11PixelShader*> m_encoding_shaders;
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std::map<EFBCopyParams, ID3D11PixelShader*> m_encoding_shaders;
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};
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}
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