Files
ppsspp/GPU/Debugger/Playback.h
T
Henrik RydgårdandClaude Opus 5.5 3c450eed4b Headless: Add --depth-save and --replay-end for frame dump comparisons
--depth-save writes the depth buffer next to the screenshot (u32 width, u32
height, then u16 depths), and --replay-end stops a frame dump replay after
that many primitives. Both match pspautotests' ppdmp-playback, so a dump's
depth can be compared with the PSP's at any point in the frame.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00

43 lines
1.3 KiB
C++

// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/CommonTypes.h"
#include <cstdlib>
#include <string>
namespace GPURecord {
enum class ReplayResult {
Done = 0,
Error = 1,
Break = 2,
};
void WriteRunDumpCode(u32 addr);
// Only draws primitives up to this one (1-based, counting PRIM, BEZIER and SPLINE), like the PSP side's
// pspautotests/utils/ppdmp-playback --end. 0 draws everything.
void SetReplayDrawLimit(int lastPrim);
ReplayResult RunMountedReplay(const std::string &filename);
// Will also cancel a currently running replay.
void Replay_Unload();
} // namespace GPURecord