Software: Fix function casing in SWRenderer
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@ -159,7 +159,7 @@ static void DumpEfb(const std::string& filename)
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static void DumpColorTexture(const std::string& filename, u32 width, u32 height)
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{
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TextureToPng(SWRenderer::getCurrentColorTexture(), width * 4, filename, width, height, true);
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TextureToPng(SWRenderer::GetCurrentColorTexture(), width * 4, filename, width, height, true);
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}
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void DrawObjectBuffer(s16 x, s16 y, u8 *color, int bufferBase, int subBuffer, const char *name)
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@ -45,12 +45,12 @@ namespace EfbCopy
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else
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{
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// Ask SWRenderer for the next color texture
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u8 *colorTexture = SWRenderer::getNextColorTexture();
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u8 *colorTexture = SWRenderer::GetNextColorTexture();
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EfbInterface::BypassXFB(colorTexture, fbWidth, fbHeight, sourceRc, Gamma);
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// Tell SWRenderer we are now finished with it.
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SWRenderer::swapColorTexture();
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SWRenderer::SwapColorTexture();
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// FifoPlayer is broken and never calls BeginFrame/EndFrame.
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// Hence, we manually force a swap now. This emulates the behavior
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@ -153,17 +153,17 @@ void SWRenderer::DrawDebugText()
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SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getNextColorTexture()
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u8* SWRenderer::GetNextColorTexture()
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{
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return s_xfbColorTexture[!s_currentColorTexture];
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}
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u8* SWRenderer::getCurrentColorTexture()
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u8* SWRenderer::GetCurrentColorTexture()
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{
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return s_xfbColorTexture[s_currentColorTexture];
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}
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void SWRenderer::swapColorTexture()
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void SWRenderer::SwapColorTexture()
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{
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s_currentColorTexture = !s_currentColorTexture;
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}
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@ -177,7 +177,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
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}
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u32 offset = 0;
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u8 *TexturePointer = getNextColorTexture();
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u8 *TexturePointer = GetNextColorTexture();
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for (u16 y = 0; y < fbHeight; y++)
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{
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@ -203,7 +203,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
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}
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xfb += fbWidth;
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}
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swapColorTexture();
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SwapColorTexture();
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}
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// Called on the GPU thread
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@ -211,7 +211,7 @@ void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
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{
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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if (!g_SWVideoConfig.bHwRasterizer)
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SWRenderer::DrawTexture(getCurrentColorTexture(), fbWidth, fbHeight);
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SWRenderer::DrawTexture(GetCurrentColorTexture(), fbWidth, fbHeight);
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swstats.frameCount++;
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SWRenderer::SwapBuffer();
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@ -18,9 +18,9 @@ namespace SWRenderer
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugText();
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u8* getNextColorTexture();
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u8* getCurrentColorTexture();
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void swapColorTexture();
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u8* GetNextColorTexture();
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u8* GetCurrentColorTexture();
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void SwapColorTexture();
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void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
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void DrawTexture(u8 *texture, int width, int height);
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