Implement texture preloading

This commit is contained in:
NeoBrainX
2012-01-29 21:49:50 +01:00
parent dabb35afce
commit eb01a110c9
5 changed files with 36 additions and 20 deletions

View File

@ -32,8 +32,7 @@ class TextureCache
public:
enum TexCacheEntryType
{
TCET_AUTOFETCH, // Most textures, automatically fetched whenever they change
// TCET_PRELOADED, // Textures which reside in TMEM areas which are manually managed by the game
TCET_NORMAL,
TCET_EC_VRAM, // EFB copy which sits in VRAM and is ready to be used
TCET_EC_DYNAMIC, // EFB copy which sits in RAM and needs to be decoded before being used
};
@ -115,7 +114,7 @@ public:
virtual TCacheEntryBase* CreateRenderTargetTexture(unsigned int scaled_tex_w, unsigned int scaled_tex_h) = 0;
static TCacheEntryBase* Load(unsigned int stage, u32 address, unsigned int width, unsigned int height,
int format, unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel);
int format, unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel, bool from_tmem);
static void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf);