Video: Clearly separate Texture and EFB Copy formats

Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
This commit is contained in:
N.E.C committed 2017-08-03 18:35:29 -07:00
1 parent 9649494f67
commit c3a57bbad5
27 files changed
+1275 -1319

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@@ -50,13 +50,13 @@ class TextureCache : public TextureCacheBase
public:
bool CompileShaders() override { return true; }
void DeleteShaders() override {}
void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, void* palette,
TlutFormat format) override
void ConvertTexture(TCacheEntry* entry, TCacheEntry* unconverted, const void* palette,
TLUTFormat format) override
{
}
void CopyEFB(u8* dst, const EFBCopyFormat& format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half) override
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half) override
{
EfbCopy::CopyEfb();
}