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authorMarkus Wick <markus@selfnet.de>2017-08-04 17:56:24 +0200
committerdegasus <wickmarkus@web.de>2017-12-02 15:17:39 +0100
commit491c10ec96e4cb58724f0768a76e0cece63f2b07 (patch)
tree2bfcf3ff639a9f33fe3f22aa40aa4d443623f65a /Source/Core/VideoBackends/Software
parent2b2941d0c9274ea04a2f6c5f816f2bf804d25407 (diff)
VideoBackends: Use VideoCommon shader generators for efb2tex copies.
This will generate one shader per copy format. For now, it is the same shader with the colmat hard coded. So it should already improve the GPU performance a bit, but a rewrite of the shader generator is suggested. Half of the patch is done by linkmauve1: VideoCommon: Reorganise the shader writes.
Diffstat (limited to 'Source/Core/VideoBackends/Software')
-rw-r--r--Source/Core/VideoBackends/Software/TextureCache.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/Software/TextureCache.h b/Source/Core/VideoBackends/Software/TextureCache.h
index 49612394c2..d676d67a6e 100644
--- a/Source/Core/VideoBackends/Software/TextureCache.h
+++ b/Source/Core/VideoBackends/Software/TextureCache.h
@@ -26,7 +26,8 @@ public:
private:
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
- bool scale_by_half, unsigned int cbuf_id, const float* colmat) override
+ bool scale_by_half, unsigned int cbuf_id, const float* colmat,
+ EFBCopyFormat dst_format, bool is_intensity) override
{
// TODO: If we ever want to "fake" vram textures, we would need to implement this
}