mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 23:10:33 +02:00
With a hardware renderer, a framebuffer only exists on the GPU, so a dump copied whatever stale data RAM held when a game sampled a buffer it drew in an earlier frame. Silent Hill: Origins shows the previous frame by copying it into its 565 display buffer at the start of the next one, so its dumps displayed old scratch data. The recorder now reads such buffers back once before copying them out (not ones drawn during the recording, which replay draws again). It asks for the copy without creating a framebuffer: with BlockTransferAllowCreateFB (which Silent Hill has) a plain readback makes a new framebuffer at the destination and never writes RAM. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>