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Remove TODOs
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33bc286baa
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@ -553,13 +553,6 @@ void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRe
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}
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}
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// Like CopyToXFB, but we copy directly into the OpenGL color texture without going via GameCube
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// main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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{
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// TODO: Upload directly to texture cache.
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}
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bool ZCompare(u16 x, u16 y, u32 z)
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{
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u32 offset = GetDepthOffset(x, y);
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@ -59,7 +59,6 @@ u8* GetPixelPointer(u16 x, u16 y, bool depth);
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void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,
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float Gamma);
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
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extern u32 perf_values[PQ_NUM_MEMBERS];
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inline void IncPerfCounterQuadCount(PerfQueryType type)
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@ -640,7 +640,6 @@ void TexDecoder_DecodeTexel(u8* dst, const u8* src, int s, int t, int imageWidth
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break;
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case TextureFormat::XFB:
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{
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// TODO: I should kind of like... ACTUALLY TEST THIS!!!!!
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size_t offset = (t * imageWidth + (s & (~1))) * 2;
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// We do this one color sample (aka 2 RGB pixles) at a time
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