diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp index 02b79f3f5af9..08211cd2bd18 100644 --- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp @@ -47,7 +47,7 @@ static int s_encodingUniforms[NUM_ENCODING_PROGRAMS]; static GLuint s_PBO = 0; // for readback with different strides -void CreatePrograms() +static void CreatePrograms() { /* TODO: Accuracy Improvements * @@ -129,7 +129,7 @@ void CreatePrograms() ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgramYuyvToRgb, FProgramYuyvToRgb); } -SHADER &GetOrCreateEncodingShader(u32 format) +static SHADER &GetOrCreateEncodingShader(u32 format) { if (format > NUM_ENCODING_PROGRAMS) { @@ -210,7 +210,7 @@ void Shutdown() s_texConvFrameBuffer[1] = 0; } -void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc, +static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, int dstWidth, int dstHeight, int readStride, bool linearFilter) { @@ -322,18 +322,13 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, source.left, source.top, expandedWidth, bScaleByHalf ? 2 : 1); - TargetRectangle scaledSource; - scaledSource.top = 0; - scaledSource.bottom = expandedHeight; - scaledSource.left = 0; - scaledSource.right = expandedWidth / samples; int cacheBytes = 32; if ((format & 0x0f) == 6) cacheBytes = 64; int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format); - EncodeToRamUsingShader(source_texture, scaledSource, + EncodeToRamUsingShader(source_texture, dest_ptr, expandedWidth / samples, expandedHeight, readStride, bScaleByHalf > 0 && !bFromZBuffer); return size_in_bytes; // TODO: D3D11 is calculating this value differently! @@ -351,7 +346,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des // We enable linear filtering, because the gamecube does filtering in the vertical direction when // yscale is enabled. // Otherwise we get jaggies when a game uses yscaling (most PAL games) - EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true); + EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true); FramebufferManager::SetFramebuffer(0); TextureCache::DisableStage(0); g_renderer->RestoreAPIState();