Files
Cesarus85--ringfall-mjolnir-vr/source/cache/xbox_texture_cache.h
T
Jonas VolmanandClaude Opus 5.5 6eef02f1b1 R2 batch 1a: admit xbox_texture_cache (first-party names, HCEX bitmap_data fields, owner headers)
- symbols.json: IDirect3DDevice8_IsBusy/KickPushBuffer and IDirect3DBaseTexture8_IsBusy
  are static (D3DINLINE is static __forceinline; none is a cachebeta public).
- Three invented static names replaced by first-party names from the 2001-09-25
  cachebeta-xbe linker map (atlas 7eacac85, re-anchored on 20 named symbols):
  texture_cache_name_block_proc, compare (also January atlas exact tier) and
  texture_cache_initialize_hardware_format.
- bitmap_group.h (shared, 45 includers): struct bitmap_data fields per HCEX
  (mipmap_pad, long pixels_offset/pixels_size/tag_index/cache_block_index);
  bink_playback.c and bitmaps.c adopt the names. The TU-local bitmap_data view
  and raw tag_get('bitm') prefix view in xbox_texture_cache.c are gone.
- texture_cache.h declares texture_cache_debug_render (render_debug.c had no
  prototype in scope). The Xbox-only public format mappers get the object's own
  header cache/xbox_texture_cache.h. Adding them to texture_cache.h regresses
  declaration-count-sensitive consumers (decals); this is disclosed in the header.
- Reviewer amendment: the invented pad member reserved006[2] in the TU-private
  texture struct is removed (natural alignment; HCEX texture_datum has no pad).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 15:12:09 -07:00

28 lines
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C

/*
XBOX_TEXTURE_CACHE.H
focused owner header for the xbox_texture_cache.c bitmap-format-to-D3D mapping
routines that the platform-neutral texture_cache.h does not declare; adding them
to texture_cache.h regresses exact consumers through declaration-count
sensitivity.
*/
#ifndef __XBOX_TEXTURE_CACHE_H
#define __XBOX_TEXTURE_CACHE_H
#pragma once
/* ---------- headers */
#include "cseries/cseries.h"
/* ---------- prototypes/XBOX_TEXTURE_CACHE.C */
long bitmap_format_to_d3d_format(
short format,
word flags);
long bitmap_format_to_d3d_linear_format(
short format,
word flags);
#endif // __XBOX_TEXTURE_CACHE_H