mirror of
https://github.com/dolphin-emu/dolphin.git
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194493cc04
Main Issues: DX11 is functional with a ~2MB/s mem leak. OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop) Too many virtual function calls. (once everything is working, I will work on removing them) Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X) Probably other stuff. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _OGL_TEXTURECONVERTER_H_
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#define _OGL_TEXTURECONVERTER_H_
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#include "VideoCommon.h"
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#include "OGL_GLUtil.h"
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namespace OGL
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{
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// Converts textures between formats
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// TODO: support multiple texture formats
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namespace TextureConverter
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{
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void Init();
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void Shutdown();
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
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u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
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void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight);
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
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u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float MValueY, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
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}
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}
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#endif // _TEXTURECONVERTER_H_
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