From 491c10ec96e4cb58724f0768a76e0cece63f2b07 Mon Sep 17 00:00:00 2001 From: Markus Wick Date: Fri, 4 Aug 2017 17:56:24 +0200 Subject: 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. --- Source/Core/VideoBackends/Software/TextureCache.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'Source/Core/VideoBackends/Software') 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 } -- cgit v1.2.3