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The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end. |
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.. | ||
D3D.vcxproj | ||
D3D.vcxproj.filters | ||
D3DBase.cpp | ||
D3DBase.h | ||
D3DBlob.cpp | ||
D3DBlob.h | ||
D3DShader.cpp | ||
D3DShader.h | ||
D3DTexture.cpp | ||
D3DTexture.h | ||
D3DUtil.cpp | ||
D3DUtil.h | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
GfxState.cpp | ||
GfxState.h | ||
Globals.h | ||
LineGeometryShader.cpp | ||
LineGeometryShader.h | ||
main.cpp | ||
main.h | ||
NativeVertexFormat.cpp | ||
PerfQuery.cpp | ||
PerfQuery.h | ||
PixelShaderCache.cpp | ||
PixelShaderCache.h | ||
PointGeometryShader.cpp | ||
PointGeometryShader.h | ||
PSTextureEncoder.cpp | ||
PSTextureEncoder.h | ||
Render.cpp | ||
Render.h | ||
Television.cpp | ||
Television.h | ||
TextureCache.cpp | ||
TextureCache.h | ||
TextureEncoder.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VertexShaderCache.cpp | ||
VertexShaderCache.h | ||
VideoBackend.h | ||
XFBEncoder.cpp | ||
XFBEncoder.h |