#pragma once #include #include "VideoBackends/Software/SWTexture.h" #include "VideoBackends/Software/TextureEncoder.h" #include "VideoCommon/TextureCacheBase.h" namespace SW { class TextureCache : public TextureCacheBase { protected: void CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, const MathUtil::Rectangle& src_rect, bool scale_by_half, bool linear_filter, float y_scale, float gamma, bool clamp_top, bool clamp_bottom, const std::array& filter_coefficients) override { TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride, src_rect, scale_by_half, y_scale, gamma); } void CopyEFBToCacheEntry(RcTcacheEntry& entry, bool is_depth_copy, const MathUtil::Rectangle& src_rect, bool scale_by_half, bool linear_filter, EFBCopyFormat dst_format, bool is_intensity, float gamma, bool clamp_top, bool clamp_bottom, const std::array& filter_coefficients) override { // TODO: If we ever want to "fake" vram textures, we would need to implement this } }; } // namespace SW