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33 lines
1.3 KiB
C++
33 lines
1.3 KiB
C++
#pragma once
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#include <memory>
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoBackends/Software/TextureEncoder.h"
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#include "VideoCommon/TextureCacheBase.h"
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namespace SW
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{
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class TextureCache : public TextureCacheBase
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{
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protected:
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void CopyEFB(AbstractStagingTexture* dst, 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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const MathUtil::Rectangle<int>& src_rect, bool scale_by_half, bool linear_filter,
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float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
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const EFBCopyFilterCoefficients& filter_coefficients) override
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{
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TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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src_rect, scale_by_half, y_scale, gamma);
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}
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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const MathUtil::Rectangle<int>& src_rect, bool scale_by_half,
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bool linear_filter, EFBCopyFormat dst_format, bool is_intensity,
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float gamma, bool clamp_top, bool clamp_bottom,
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const EFBCopyFilterCoefficients& filter_coefficients) override
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{
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// TODO: If we ever want to "fake" vram textures, we would need to implement this
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}
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};
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} // namespace SW
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