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Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
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@@ -843,7 +843,7 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
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VulkanTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_, expand32);
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Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Depal");
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Vulkan2D::Vertex verts[4] = {
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{ -1, -1, 0.0f, 0, 0 },
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@@ -1388,7 +1388,7 @@ bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int leve
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if (entry->framebuffer) {
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VirtualFramebuffer *vfb = entry->framebuffer;
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buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
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bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth);
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bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
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// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
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// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
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@@ -1428,7 +1428,7 @@ bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int leve
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int h = texture->GetHeight();
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buffer.Allocate(w, h, bufferFormat);
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renderManager->CopyImageToMemorySync(texture->GetImage(), level, 0, 0, w, h, drawFormat, (uint8_t *)buffer.GetData(), w);
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renderManager->CopyImageToMemorySync(texture->GetImage(), level, 0, 0, w, h, drawFormat, (uint8_t *)buffer.GetData(), w, "GetCurrentTextureDebug");
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// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
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// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
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