Avoid input/output arguments in the texture scaler too

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Henrik Rydgård committed 2023-03-16 10:14:41 +01:00
1 parent c58ceb5160
commit f2a5a5abe7
4 files changed
+20 -18

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@@ -754,7 +754,7 @@ void TextureCacheVulkan::LoadVulkanTextureLevel(TexCacheEntry &entry, uint8_t *w
u32 fmt = dstFmt;
// CPU scaling reads from the destination buffer so we want cached RAM.
uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, scaleFactor);
scaler_.ScaleAlways((u32 *)rearrange, pixelData, w, h, &w, &h, scaleFactor);
pixelData = (u32 *)writePtr;
// We always end up at 8888. Other parts assume this.