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Run code through the advanced tool 'sed' to remove trailing whitespace.
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@ -112,7 +112,7 @@ void TextureCache::OnConfigChanged(VideoConfig& config)
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g_texture_cache->ClearRenderTargets();
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}
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}
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backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples;
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backup_config.s_copy_efb_to_texture = config.bCopyEFBToTexture;
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backup_config.s_copy_efb_scaled = config.bCopyEFBScaled;
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@ -131,7 +131,7 @@ void TextureCache::Cleanup()
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while (iter != tcend)
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{
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if ( frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount
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// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
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&& ! iter->second->IsEfbCopy() )
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{
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@ -499,7 +499,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
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entry->SetDimensions(nativeW, nativeH, width, height);
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entry->hash = tex_hash;
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if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
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entry->type = TCET_EC_DYNAMIC;
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else
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@ -515,7 +515,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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if (use_native_mips)
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{
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src_data += texture_size;
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const u8* ptr_even = NULL;
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const u8* ptr_odd = NULL;
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if (from_tmem)
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@ -530,13 +530,13 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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const u32 mip_height = CalculateLevelSize(height, level);
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const u32 expanded_mip_width = (mip_width + bsw) & (~bsw);
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const u32 expanded_mip_height = (mip_height + bsh) & (~bsh);
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const u8*& mip_src_data = from_tmem
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? ((level % 2) ? ptr_odd : ptr_even)
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: src_data;
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TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
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mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
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entry->Load(mip_width, mip_height, expanded_mip_width, level);
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if (g_ActiveConfig.bDumpTextures)
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@ -566,19 +566,19 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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// Emulation methods:
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//
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//
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// - EFB to RAM:
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// Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
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// Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
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// Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
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// Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
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//
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//
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// - EFB to texture:
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// Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
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// Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
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// Since we don't do any further encoding or decoding here, this method is much faster.
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// It also allows enhancing the visual quality by doing scaled EFB copies.
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//
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//
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// - Hybrid EFB copies:
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// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
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// 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
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@ -667,10 +667,10 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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break;
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}
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}
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else if (isIntensity)
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else if (isIntensity)
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{
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fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
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switch (dstFormat)
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switch (dstFormat)
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{
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case 0: // I4
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case 1: // I8
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@ -682,7 +682,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
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colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
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if (dstFormat < 2 || dstFormat == 8)
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if (dstFormat < 2 || dstFormat == 8)
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{
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colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
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fConstAdd[3] = 16.0f/255.0f;
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@ -710,7 +710,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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{
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cbufid = 11;
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}
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}
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break;
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@ -723,7 +723,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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}
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else
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{
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switch (dstFormat)
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switch (dstFormat)
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{
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case 0: // R4
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
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