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The output pixel mode decides both the colour packing and the bytes per pixel of the conversion, and a game sets it once per movie rather than per frame - so a state resumed mid-movie converted at the default until the next sceMpegBaseCscInit, which may never come. The gathered PES payloads go in too, since a state can land between the copy and the decode that consumes it. The section is optional (minimum version 0), so states written before it still load. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright (c) 2026- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <vector>
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#include "Common/CommonTypes.h"
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class PointerWrap;
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void Register_sceMpegbase();
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// Called per boot, from __MpegInit.
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void __MpegBaseInit();
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void __MpegBaseDoState(PointerWrap &p);
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// Takes the PES payload sceMpegBasePESpacketCopy gathered for a given destination. On hardware that
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// copy lands in Media Engine memory, which sceVideocodec would then read back; we keep it here
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// instead. The payload is moved out and dropped from the table, so each one is decoded once.
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// Empty if nothing was copied to that address.
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std::vector<u8> MpegBaseTakePESPacket(u32 dest);
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