Merge pull request #3210 from degasus/efbcopy

TextureCache: Efb Copy Separation
This commit is contained in:
Scott Mansell 2015-11-16 00:13:42 +13:00
commit 18afbe6490
11 changed files with 159 additions and 110 deletions

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@ -87,7 +87,7 @@ void PSTextureEncoder::Shutdown()
SAFE_RELEASE(m_out); SAFE_RELEASE(m_out);
} }
void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *texture_entry, void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) bool isIntensity, bool scaleByHalf)
{ {
@ -101,9 +101,9 @@ void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *text
// Set up all the state for EFB encoding // Set up all the state for EFB encoding
{ {
const u32 words_per_row = texture_entry->BytesPerRow() / sizeof(u32); const u32 words_per_row = bytes_per_row / sizeof(u32);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(texture_entry->NumBlocksY())); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(words_per_row), FLOAT(num_blocks_y));
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
EFBRectangle fullSrcRect; EFBRectangle fullSrcRect;
@ -125,7 +125,7 @@ void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *text
EFBEncodeParams params; EFBEncodeParams params;
params.SrcLeft = srcRect.left; params.SrcLeft = srcRect.left;
params.SrcTop = srcRect.top; params.SrcTop = srcRect.top;
params.DestWidth = texture_entry->native_width; params.DestWidth = native_width;
params.ScaleFactor = scaleByHalf ? 2 : 1; params.ScaleFactor = scaleByHalf ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0); D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams); D3D::stateman->SetPixelConstants(m_encodeParams);
@ -140,12 +140,12 @@ void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *text
targetRect.AsRECT(), targetRect.AsRECT(),
Renderer::GetTargetWidth(), Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(), Renderer::GetTargetHeight(),
SetStaticShader(texture_entry->format, srcFormat, isIntensity, scaleByHalf), SetStaticShader(format, srcFormat, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout()); VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer // Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, texture_entry->NumBlocksY(), 1); D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, words_per_row, num_blocks_y, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox); D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Transfer staging buffer to GameCube/Wii RAM // Transfer staging buffer to GameCube/Wii RAM
@ -154,11 +154,11 @@ void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *text
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr); CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
u8* src = (u8*)map.pData; u8* src = (u8*)map.pData;
u32 readStride = std::min(texture_entry->BytesPerRow(), map.RowPitch); u32 readStride = std::min(bytes_per_row, map.RowPitch);
for (unsigned int y = 0; y < texture_entry->NumBlocksY(); ++y) for (unsigned int y = 0; y < num_blocks_y; ++y)
{ {
memcpy(dst, src, readStride); memcpy(dst, src, readStride);
dst += texture_entry->memory_stride; dst += memory_stride;
src += map.RowPitch; src += map.RowPitch;
} }

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@ -31,7 +31,7 @@ public:
void Init(); void Init();
void Shutdown(); void Shutdown();
void Encode(u8* dst, const TextureCacheBase::TCacheEntryBase* texture_entry, void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf); bool isIntensity, bool scaleByHalf);

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@ -184,10 +184,8 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
} }
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride, void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat)
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat)
{ {
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
@ -236,11 +234,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
}
if (g_ActiveConfig.bSkipEFBCopyToRam) void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
this->Zero(dst); PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
else bool isIntensity, bool scaleByHalf)
g_encoder->Encode(dst, this, srcFormat, srcRect, isIntensity, scaleByHalf); {
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
} }
const char palette_shader[] = const char palette_shader[] =

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@ -34,10 +34,8 @@ private:
void Load(unsigned int width, unsigned int height, void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int levels) override; unsigned int expanded_width, unsigned int levels) override;
void FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride, void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat) override;
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) override;
void Bind(unsigned int stage) override; void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override; bool Save(const std::string& filename, unsigned int level) override;
@ -49,6 +47,10 @@ private:
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override; void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) override;
void CompileShaders() override { } void CompileShaders() override { }
void DeleteShaders() override { } void DeleteShaders() override { }

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@ -26,7 +26,7 @@ public:
virtual void Init() = 0; virtual void Init() = 0;
virtual void Shutdown() = 0; virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory // Returns size in bytes of encoded block of memory
virtual void Encode(u8* dst, const TextureCacheBase::TCacheEntryBase* texture_entry, virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) = 0; bool isIntensity, bool scaleByHalf) = 0;

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@ -215,10 +215,8 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
TextureCache::SetStage(); TextureCache::SetStage();
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int dstFormat, u32 dstStride, void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat)
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat)
{ {
g_renderer->ResetAPIState(); // reset any game specific settings g_renderer->ResetAPIState(); // reset any game specific settings
@ -264,27 +262,27 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int ds
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (g_ActiveConfig.bSkipEFBCopyToRam)
{
this->Zero(dstPointer);
}
else
{
TextureConverter::EncodeToRamFromTexture(
dstPointer,
this,
read_texture,
srcFormat == PEControl::Z24,
isIntensity,
scaleByHalf,
srcRect);
}
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
} }
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
TextureConverter::EncodeToRamFromTexture(
dst,
format,
native_width,
bytes_per_row,
num_blocks_y,
memory_stride,
srcFormat,
isIntensity,
scaleByHalf,
srcRect);
}
TextureCache::TextureCache() TextureCache::TextureCache()
{ {
CompileShaders(); CompileShaders();

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@ -42,10 +42,8 @@ private:
void Load(unsigned int width, unsigned int height, void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level) override; unsigned int expanded_width, unsigned int level) override;
void FromRenderTarget(u8 *dst, unsigned int dstFormat, u32 dstStride, void FromRenderTarget(u8 *dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat) override;
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) override;
void Bind(unsigned int stage) override; void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override; bool Save(const std::string& filename, unsigned int level) override;
@ -56,6 +54,10 @@ private:
TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override; TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) override;
void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override; void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) override;
void CompileShaders() override; void CompileShaders() override;
void DeleteShaders() override; void DeleteShaders() override;
}; };

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@ -269,18 +269,27 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
} }
} }
void EncodeToRamFromTexture(u8 *dest_ptr, const TextureCache::TCacheEntryBase *texture_entry, void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source) PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
{ {
SHADER& texconv_shader = GetOrCreateEncodingShader(texture_entry->format); g_renderer->ResetAPIState();
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
texconv_shader.Bind(); texconv_shader.Bind();
glUniform4i(s_encodingUniforms[texture_entry->format], glUniform4i(s_encodingUniforms[format],
source.left, source.top, texture_entry->native_width, bScaleByHalf ? 2 : 1); source.left, source.top, native_width, bScaleByHalf ? 2 : 1);
EncodeToRamUsingShader(source_texture, const GLuint read_texture = (srcFormat == PEControl::Z24) ?
dest_ptr, texture_entry->BytesPerRow(), texture_entry->NumBlocksY(), FramebufferManager::ResolveAndGetDepthTarget(source) :
texture_entry->memory_stride, bScaleByHalf > 0 && !bFromZBuffer); FramebufferManager::ResolveAndGetRenderTarget(source);
EncodeToRamUsingShader(read_texture,
dest_ptr, bytes_per_row, num_blocks_y,
memory_stride, bScaleByHalf > 0 && srcFormat != PEControl::Z24);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();
} }
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth, u32 dstStride, u32 dstHeight) void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth, u32 dstStride, u32 dstHeight)

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@ -26,8 +26,8 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture); void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
// returns size of the encoded data (in bytes) // returns size of the encoded data (in bytes)
void EncodeToRamFromTexture(u8* dest_ptr, const TextureCacheBase::TCacheEntryBase* texture_entry, void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source); PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
} }

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@ -1032,61 +1032,109 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
} }
} }
// create the texture u32 blockH = TexDecoder_GetBlockHeightInTexels(dstFormat);
TCacheEntryConfig config; const u32 blockW = TexDecoder_GetBlockWidthInTexels(dstFormat);
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntryBase* entry = AllocateTexture(config); // Round up source height to multiple of block size
u32 actualHeight = ROUND_UP(tex_h, blockH);
const u32 actualWidth = ROUND_UP(tex_w, blockW);
entry->SetGeneralParameters(dstAddr, 0, dstFormat); u32 num_blocks_y = actualHeight / blockH;
entry->SetDimensions(tex_w, tex_h, 1); const u32 num_blocks_x = actualWidth / blockW;
entry->frameCount = FRAMECOUNT_INVALID; // RGBA takes two cache lines per block; all others take one
entry->SetEfbCopy(dstStride); const u32 bytes_per_block = dstFormat == GX_TF_RGBA8 ? 64 : 32;
entry->is_custom_tex = false;
entry->FromRenderTarget(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); u32 bytes_per_row = num_blocks_x * bytes_per_block;
u64 hash = entry->CalculateHash(); bool copy_to_ram = !g_ActiveConfig.bSkipEFBCopyToRam;
entry->SetHashes(hash, hash); bool copy_to_vram = true;
// Invalidate all textures that overlap the range of our efb copy. if (copy_to_ram)
// Unless our efb copy has a weird stride, then we want avoid invalidating textures which
// we might be able to do a partial texture update on.
if (entry->memory_stride == entry->BytesPerRow())
{ {
TexCache::iterator iter = textures_by_address.begin(); g_texture_cache->CopyEFB(
while (iter != textures_by_address.end()) dst,
{ dstFormat,
if (iter->second->OverlapsMemoryRange(dstAddr, entry->size_in_bytes)) tex_w,
iter = FreeTexture(iter); bytes_per_row,
else num_blocks_y,
++iter; dstStride,
} srcFormat,
srcRect,
isIntensity,
scaleByHalf);
} }
else
if (g_ActiveConfig.bDumpEFBTarget)
{ {
static int count = 0; // Hack: Most games don't actually need the correct texture data in RAM
entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(), // and we can just keep a copy in VRAM. We zero the memory so we
count++), 0); // can check it hasn't changed before using our copy in VRAM.
u8* ptr = dst;
for (u32 i = 0; i < num_blocks_y; i++)
{
memset(ptr, 0, bytes_per_row);
ptr += dstStride;
}
} }
if (g_bRecordFifoData) if (g_bRecordFifoData)
{ {
// Mark the memory behind this efb copy as dynamicly generated for the Fifo log // Mark the memory behind this efb copy as dynamicly generated for the Fifo log
u32 address = dstAddr; u32 address = dstAddr;
for (u32 i = 0; i < entry->NumBlocksY(); i++) for (u32 i = 0; i < num_blocks_y; i++)
{ {
FifoRecorder::GetInstance().UseMemory(address, entry->BytesPerRow(), MemoryUpdate::TEXTURE_MAP, true); FifoRecorder::GetInstance().UseMemory(address, bytes_per_row, MemoryUpdate::TEXTURE_MAP, true);
address += entry->memory_stride; address += dstStride;
} }
} }
textures_by_address.emplace((u64)dstAddr, entry); // Invalidate all textures that overlap the range of our efb copy.
// Unless our efb copy has a weird stride, then we want avoid invalidating textures which
// we might be able to do a partial texture update on.
if (dstStride == bytes_per_row || !copy_to_vram)
{
TexCache::iterator iter = textures_by_address.begin();
while (iter != textures_by_address.end())
{
if (iter->second->addr + iter->second->size_in_bytes <= dstAddr || iter->second->addr >= dstAddr + num_blocks_y * dstStride)
++iter;
else
iter = FreeTexture(iter);
}
}
if (copy_to_vram)
{
// create the texture
TCacheEntryConfig config;
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntryBase* entry = AllocateTexture(config);
entry->SetGeneralParameters(dstAddr, 0, dstFormat);
entry->SetDimensions(tex_w, tex_h, 1);
entry->frameCount = FRAMECOUNT_INVALID;
entry->SetEfbCopy(dstStride);
entry->is_custom_tex = false;
entry->FromRenderTarget(dst, srcFormat, srcRect, scaleByHalf, cbufid, colmat);
u64 hash = entry->CalculateHash();
entry->SetHashes(hash, hash);
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++), 0);
}
textures_by_address.emplace((u64)dstAddr, entry);
}
} }
TextureCacheBase::TCacheEntryBase* TextureCacheBase::AllocateTexture(const TCacheEntryConfig& config) TextureCacheBase::TCacheEntryBase* TextureCacheBase::AllocateTexture(const TCacheEntryConfig& config)
@ -1158,16 +1206,6 @@ void TextureCacheBase::TCacheEntryBase::SetEfbCopy(u32 stride)
size_in_bytes = memory_stride * NumBlocksY(); size_in_bytes = memory_stride * NumBlocksY();
} }
// Fill gamecube memory backing this texture with zeros.
void TextureCacheBase::TCacheEntryBase::Zero(u8* ptr)
{
for (u32 i = 0; i < NumBlocksY(); i++)
{
memset(ptr, 0, BytesPerRow());
ptr += memory_stride;
}
}
u64 TextureCacheBase::TCacheEntryBase::CalculateHash() const u64 TextureCacheBase::TCacheEntryBase::CalculateHash() const
{ {
u8* ptr = Memory::GetPointer(addr); u8* ptr = Memory::GetPointer(addr);

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@ -101,10 +101,8 @@ public:
virtual void Load(unsigned int width, unsigned int height, virtual void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level) = 0; unsigned int expanded_width, unsigned int level) = 0;
virtual void FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride, virtual void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool scaleByHalf, unsigned int cbufid, const float *colmat) = 0;
bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) = 0;
bool OverlapsMemoryRange(u32 range_address, u32 range_size) const; bool OverlapsMemoryRange(u32 range_address, u32 range_size) const;
@ -113,8 +111,6 @@ public:
u32 NumBlocksY() const; u32 NumBlocksY() const;
u32 BytesPerRow() const; u32 BytesPerRow() const;
void Zero(u8* ptr);
u64 CalculateHash() const; u64 CalculateHash() const;
}; };
@ -130,6 +126,10 @@ public:
virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0; virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0;
virtual void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) = 0;
virtual void CompileShaders() = 0; // currently only implemented by OGL virtual void CompileShaders() = 0; // currently only implemented by OGL
virtual void DeleteShaders() = 0; // currently only implemented by OGL virtual void DeleteShaders() = 0; // currently only implemented by OGL