Merge pull request #339 from magumagu/opengl-unused-parameter
OpenGL: delete unused function parameter in TextureConverter.
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commit
093ee090b8
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@ -47,7 +47,7 @@ static int s_encodingUniforms[NUM_ENCODING_PROGRAMS];
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static GLuint s_PBO = 0; // for readback with different strides
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void CreatePrograms()
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static void CreatePrograms()
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{
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/* TODO: Accuracy Improvements
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*
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@ -129,7 +129,7 @@ void CreatePrograms()
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ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb);
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}
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SHADER &GetOrCreateEncodingShader(u32 format)
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static SHADER &GetOrCreateEncodingShader(u32 format)
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{
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if (format > NUM_ENCODING_PROGRAMS)
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{
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@ -210,7 +210,7 @@ void Shutdown()
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s_texConvFrameBuffer[1] = 0;
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}
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void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
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static void EncodeToRamUsingShader(GLuint srcTexture,
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u8* destAddr, int dstWidth, int dstHeight, int readStride,
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bool linearFilter)
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{
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@ -322,18 +322,13 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
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source.left, source.top,
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expandedWidth, bScaleByHalf ? 2 : 1);
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TargetRectangle scaledSource;
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scaledSource.top = 0;
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scaledSource.bottom = expandedHeight;
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scaledSource.left = 0;
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scaledSource.right = expandedWidth / samples;
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int cacheBytes = 32;
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if ((format & 0x0f) == 6)
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cacheBytes = 64;
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int readStride = (expandedWidth * cacheBytes) /
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TexDecoder_GetBlockWidthInTexels(format);
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EncodeToRamUsingShader(source_texture, scaledSource,
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EncodeToRamUsingShader(source_texture,
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dest_ptr, expandedWidth / samples, expandedHeight, readStride,
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bScaleByHalf > 0 && !bFromZBuffer);
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return size_in_bytes; // TODO: D3D11 is calculating this value differently!
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@ -351,7 +346,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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// We enable linear filtering, because the gamecube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
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FramebufferManager::SetFramebuffer(0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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