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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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@ -7,9 +7,10 @@
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VideoCommon.h"
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struct EFBCopyParams;
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namespace OGL
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{
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// Converts textures between formats using shaders
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@ -25,9 +26,9 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
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// returns size of the encoded data (in bytes)
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyFormat& format, u32 native_width,
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void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
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u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half);
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const EFBRectangle& src_rect, bool scale_by_half);
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}
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} // namespace OGL
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