From 52948bb3ef016abd7e35e775b17b7cf3f487d49c Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Tue, 1 Sep 2015 02:41:16 +1200 Subject: Cleanup and unify handling of efb copy stride. --- Source/Core/VideoCommon/BPFunctions.cpp | 10 ---------- 1 file changed, 10 deletions(-) (limited to 'Source/Core/VideoCommon/BPFunctions.cpp') diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp index 4150a7cf31..e4b5f54901 100644 --- a/Source/Core/VideoCommon/BPFunctions.cpp +++ b/Source/Core/VideoCommon/BPFunctions.cpp @@ -9,7 +9,6 @@ #include "VideoCommon/BPFunctions.h" #include "VideoCommon/RenderBase.h" -#include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" @@ -85,15 +84,6 @@ void SetColorMask() g_renderer->SetColorMask(); } -void CopyEFB(u32 dstAddr, const EFBRectangle& srcRect, - unsigned int dstFormat, PEControl::PixelFormat srcFormat, - bool isIntensity, bool scaleByHalf) -{ - // bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format) - TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat, - srcRect, isIntensity, scaleByHalf); -} - /* Explanation of the magic behind ClearScreen: There's numerous possible formats for the pixel data in the EFB. However, in the HW accelerated backends we're always using RGBA8 -- cgit v1.2.3