Cleanup and unify handling of efb copy stride.

This commit is contained in:
Scott Mansell 2015-09-01 02:41:16 +12:00
parent a47bbee02a
commit 52948bb3ef
12 changed files with 26 additions and 37 deletions

View file

@ -9,7 +9,6 @@
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
@ -85,15 +84,6 @@ void SetColorMask()
g_renderer->SetColorMask();
}
void CopyEFB(u32 dstAddr, const EFBRectangle& srcRect,
unsigned int dstFormat, PEControl::PixelFormat srcFormat,
bool isIntensity, bool scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
srcRect, isIntensity, scaleByHalf);
}
/* Explanation of the magic behind ClearScreen:
There's numerous possible formats for the pixel data in the EFB.
However, in the HW accelerated backends we're always using RGBA8