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https://github.com/hrydgard/ppsspp.git
synced 2026-11-15 18:49:51 +01:00
Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU.
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11 files changed
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@@ -494,7 +494,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(Framebuffer
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currentRenderVfb_ = vfb;
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// Assume that if we're clearing right when switching to a new framebuffer, we don't need to upload.
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if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects && params.isDrawing) {
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if (useBufferedRendering_ && params.isDrawing) {
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gpu->PerformMemoryUpload(params.fb_address, byteSize);
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// Alpha was already done by PerformMemoryUpload.
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PerformStencilUpload(params.fb_address, byteSize, StencilUpload::STENCIL_IS_ZERO | StencilUpload::IGNORE_ALPHA);
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@@ -1233,7 +1233,7 @@ void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *v
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// Some games will draw to some memory once, and use it as a render-to-texture later.
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// To support this, we save the first frame to memory when we have a safe w/h.
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// Saving each frame would be slow.
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if (!g_Config.bDisableSlowFramebufEffects && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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if (g_Config.bBlockTransferGPU && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR);
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vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
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vfb->safeWidth = 0;
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@@ -1193,7 +1193,7 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
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// It's possible for a game to (successfully) access outside valid memory.
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u32 bytes = Memory::ValidSize(clutAddr, loadBytes);
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if (clutRenderAddress_ != 0xFFFFFFFF && !g_Config.bDisableSlowFramebufEffects) {
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if (clutRenderAddress_ != 0xFFFFFFFF && !g_Config.bBlockTransferGPU) {
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framebufferManager_->DownloadFramebufferForClut(clutRenderAddress_, clutRenderOffset_ + bytes);
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Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
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if (bytes < loadBytes) {
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@@ -1932,7 +1932,7 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
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bool smoothedDepal = false;
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u32 depthUpperBits = 0;
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if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
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if (need_depalettize) {
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clutTexture = textureShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
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smoothedDepal = CanUseSmoothDepal(gstate, framebuffer->fb_format, clutTexture.rampLength);
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@@ -142,7 +142,7 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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// Blend
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableSlowFramebufEffects);
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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keys_.blend.value = 0; // full wipe
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keys_.blend.blendEnable = false;
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@@ -119,7 +119,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableSlowFramebufEffects);
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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dxstate.blend.disable();
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// Color Mask
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@@ -145,7 +145,7 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableSlowFramebufEffects);
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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// Color Test
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@@ -136,7 +136,7 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableSlowFramebufEffects);
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gstate_c.SetAllowFramebufferRead(!g_Config.bDisableShaderBlending);
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if (gstate.isModeClear()) {
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key.logicOpEnable = false;
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key.logicOp = VK_LOGIC_OP_CLEAR;
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