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Comment and typo fixes.
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8f9bb59005
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-2
@@ -1837,6 +1837,15 @@ void FramebufferManagerCommon::ShowScreenResolution() {
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INFO_LOG(SYSTEM, "%s", messageStream.str().c_str());
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}
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// We might also want to implement an asynchronous callback-style version of this. Would probably
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// only be possible to implement optimally on Vulkan, but on GL and D3D11 we could do pixel buffers
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// and read on the next frame, then call the callback. PackFramebufferAsync_ on OpenGL already does something similar.
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//
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// The main use cases for this are:
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// * GE debugging(in practice async will not matter because it will stall anyway.)
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// * Video file recording(would probably be great if it was async.)
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// * Screenshots(benefit slightly from async.)
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// * Save state screenshots(could probably be async but need to manage the stall.)
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bool FramebufferManagerCommon::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) {
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VirtualFramebuffer *vfb = currentRenderVfb_;
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if (!vfb) {
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@@ -1959,10 +1968,13 @@ bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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// This function takes an already correctly-sized framebuffer and packs it into RAM.
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// Does not need to account for scaling.
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// Color conversion is currently done on CPU but should be done on GPU.
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// Color conversion is currently done on CPU but should theoretically be done on GPU.
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// (Except using the GPU might cause problems because of various implementations'
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// dithering behavior and games that expect exact colors like Danganronpa, so we
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// can't entirely be rid of the CPU path.) -- unknown
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void FramebufferManagerCommon::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
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if (!vfb->fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferD3D11_: vfb->fbo == 0");
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
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return;
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}
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