degasus 64bd6a44d4 ogl: use texture_2d instead of renderbuffer for realxfb + efb2ram fbo
It should do the same on gpu, but textures are more flexible.
eg we could copy and sample them directly without blitting.
2013-08-20 15:11:03 +02:00

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C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _TEXTURECONVERTER_H_
#define _TEXTURECONVERTER_H_
#include "VideoCommon.h"
#include "GLUtil.h"
namespace OGL
{
// Converts textures between formats using shaders
// TODO: support multiple texture formats
namespace TextureConverter
{
void Init();
void Shutdown();
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight);
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
// returns size of the encoded data (in bytes)
int EncodeToRamFromTexture(u32 address, GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
}
} // namespace OGL
#endif // _TEXTURECONVERTER_H_