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https://github.com/hrydgard/ppsspp.git
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Handle scaling internally in ReadFramebufferSync
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26b26a6ff8
commit
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2 files changed
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-19
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@@ -2720,8 +2720,7 @@ bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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return retval;
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}
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// This function takes an already correctly-sized framebuffer and reads it into emulated PSP VRAM.
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// Does not need to account for scaling.
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// This reads a channel of a framebuffer into emulated PSP VRAM, taking care of scaling down as needed.
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//
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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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@@ -2733,6 +2732,16 @@ void FramebufferManagerCommon::ReadbackFramebufferSync(VirtualFramebuffer *vfb,
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return;
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}
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if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
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// No need to stretch-blit
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} else {
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VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel);
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if (nvfb) {
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BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory");
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vfb = nvfb;
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}
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}
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const u32 fb_address = channel == RASTER_COLOR ? vfb->fb_address : vfb->z_address;
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Draw::DataFormat destFormat = channel == RASTER_COLOR ? GEFormatToThin3D(vfb->fb_format) : GEFormatToThin3D(GE_FORMAT_DEPTH16);
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@@ -2780,7 +2789,6 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
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w = vfb->bufferWidth - x;
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}
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if (vfb && vfb->fbo) {
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// We'll pseudo-blit framebuffers here to get a resized version of vfb.
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if (gameUsesSequentialCopies_) {
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// Ignore the x/y/etc., read the entire thing. See below.
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x = 0;
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@@ -2811,16 +2819,8 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
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}
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}
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if (vfb->renderWidth == vfb->width && vfb->renderHeight == vfb->height) {
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// No need to stretch-blit
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ReadbackFramebufferSync(vfb, x, y, w, h, channel);
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} else {
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VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, channel);
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if (nvfb) {
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BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, channel, "Blit_ReadFramebufferToMemory");
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ReadbackFramebufferSync(nvfb, x, y, w, h, channel);
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}
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}
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// This handles any required stretching internally.
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ReadbackFramebufferSync(vfb, x, y, w, h, channel);
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draw_->Invalidate(InvalidationFlags::CACHED_RENDER_STATE);
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textureCache_->ForgetLastTexture();
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@@ -2871,12 +2871,8 @@ void FramebufferManagerCommon::DownloadFramebufferForClut(u32 fb_address, u32 lo
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}
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vfb->clutUpdatedBytes = loadBytes;
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// We'll pseudo-blit framebuffers here to get a resized version of vfb.
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VirtualFramebuffer *nvfb = FindDownloadTempBuffer(vfb, RASTER_COLOR);
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if (nvfb) {
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BlitFramebuffer(nvfb, x, y, vfb, x, y, w, h, 0, RASTER_COLOR, "Blit_DownloadFramebufferForClut");
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ReadbackFramebufferSync(nvfb, x, y, w, h, RASTER_COLOR);
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}
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// This function now handles scaling down internally.
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ReadbackFramebufferSync(vfb, x, y, w, h, RASTER_COLOR);
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textureCache_->ForgetLastTexture();
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RebindFramebuffer("RebindFramebuffer - DownloadFramebufferForClut");
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@@ -123,6 +123,8 @@ struct VirtualFramebuffer {
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// Tracking for downloads-to-CLUT.
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u16 clutUpdatedBytes;
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// Means that the whole image has already been read back to memory - used when combining small readbacks (gameUsesSequentialCopies_).
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bool memoryUpdated;
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// TODO: Fold into usageFlags?
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