VideoCommon: Move the blit methods to the backend class
The parameter types will be different for each backend currently, anyway (e.g. textures/render passes/etc).
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@ -23,8 +23,8 @@ public:
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~OpenGLPostProcessing();
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void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width,
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int src_height, int layer) override;
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void ApplyShader() override;
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int src_height, int layer);
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void ApplyShader();
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private:
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bool m_initialized;
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@ -1176,6 +1176,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture,
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int src_width, int src_height)
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{
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OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
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if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
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{
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TargetRectangle leftRc, rightRc;
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@ -1186,12 +1187,12 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
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else
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std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
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m_post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
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m_post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
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post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
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post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
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}
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else
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{
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m_post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height);
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post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
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}
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}
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@ -60,6 +60,7 @@ public:
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bool IsDirty() { return m_any_options_dirty; }
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void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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bool HasOptions() { return m_options.size() > 0; }
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const ConfigMap& GetOptions() const { return m_options; }
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ConfigMap& GetOptions() { return m_options; }
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const ConfigurationOption& GetOption(const std::string& option) { return m_options[option]; }
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// For updating option's values
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@ -83,11 +84,6 @@ public:
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virtual ~PostProcessingShaderImplementation();
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PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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// Should be implemented by the backends for backend specific code
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virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture,
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int src_width, int src_height, int layer = 0) = 0;
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virtual void ApplyShader() = 0;
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protected:
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// Timer for determining our time value
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Common::Timer m_timer;
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