mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 10:57:04 +00:00
253 lines
6.6 KiB
C++
253 lines
6.6 KiB
C++
// Copyright (c) 2012- 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 <string>
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#include "GPU/GPU.h"
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#include "GPU/GPUInterface.h"
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#include "Core/MemMap.h"
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struct GPUDebugOp {
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u32 pc;
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u8 cmd;
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u32 op;
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std::string desc;
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};
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enum GPUDebugBufferFormat {
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// These match GEBufferFormat.
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GPU_DBG_FORMAT_565 = 0,
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GPU_DBG_FORMAT_5551 = 1,
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GPU_DBG_FORMAT_4444 = 2,
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GPU_DBG_FORMAT_8888 = 3,
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GPU_DBG_FORMAT_INVALID = 0xFF,
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// These are reversed versions.
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GPU_DBG_FORMAT_REVERSE_FLAG = 4,
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GPU_DBG_FORMAT_565_REV = 4,
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GPU_DBG_FORMAT_5551_REV = 5,
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GPU_DBG_FORMAT_4444_REV = 6,
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// 565 is just reversed, the others have B and R swapped.
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GPU_DBG_FORMAT_565_BGRA = 0x04,
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GPU_DBG_FORMAT_BRSWAP_FLAG = 0x08,
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GPU_DBG_FORMAT_5551_BGRA = 0x09,
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GPU_DBG_FORMAT_4444_BGRA = 0x0A,
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GPU_DBG_FORMAT_8888_BGRA = 0x0B,
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// These don't, they're for depth/stencil buffers.
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GPU_DBG_FORMAT_FLOAT = 0x10,
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GPU_DBG_FORMAT_16BIT = 0x11,
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GPU_DBG_FORMAT_8BIT = 0x12,
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GPU_DBG_FORMAT_24BIT_8X = 0x13,
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GPU_DBG_FORMAT_24X_8BIT = 0x14,
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GPU_DBG_FORMAT_FLOAT_DIV_256 = 0x18,
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GPU_DBG_FORMAT_24BIT_8X_DIV_256 = 0x1B,
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// This is used for screenshots, mainly.
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GPU_DBG_FORMAT_888_RGB = 0x20,
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};
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enum GPUDebugFramebufferType {
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// The current render target.
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GPU_DBG_FRAMEBUF_RENDER,
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// The current display target (not the displayed screen, though.)
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GPU_DBG_FRAMEBUF_DISPLAY,
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};
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inline GPUDebugBufferFormat &operator |=(GPUDebugBufferFormat &lhs, const GPUDebugBufferFormat &rhs) {
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lhs = GPUDebugBufferFormat((int)lhs | (int)rhs);
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return lhs;
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}
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struct GPUDebugBuffer {
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GPUDebugBuffer() {
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}
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GPUDebugBuffer(void *data, u32 stride, u32 height, GEBufferFormat fmt, bool reversed = false)
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: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(GPUDebugBufferFormat(fmt)), flipped_(false) {
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if (reversed && fmt_ < GPU_DBG_FORMAT_8888) {
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fmt_ |= GPU_DBG_FORMAT_REVERSE_FLAG;
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}
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}
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GPUDebugBuffer(void *data, u32 stride, u32 height, GETextureFormat fmt, bool reversed = false)
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: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(GPUDebugBufferFormat(fmt)), flipped_(false) {
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if (reversed && fmt_ < GPU_DBG_FORMAT_8888) {
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fmt_ |= GPU_DBG_FORMAT_REVERSE_FLAG;
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}
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}
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GPUDebugBuffer(void *data, u32 stride, u32 height, GPUDebugBufferFormat fmt)
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: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(fmt), flipped_(false) {
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}
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GPUDebugBuffer(GPUDebugBuffer &&other) noexcept {
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alloc_ = other.alloc_;
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data_ = other.data_;
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height_ = other.height_;
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stride_ = other.stride_;
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flipped_ = other.flipped_;
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fmt_ = other.fmt_;
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other.alloc_ = false;
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other.data_ = nullptr;
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}
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~GPUDebugBuffer() {
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Free();
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}
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GPUDebugBuffer &operator = (GPUDebugBuffer &&other) noexcept {
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if (this != &other) {
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Free();
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alloc_ = other.alloc_;
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data_ = other.data_;
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height_ = other.height_;
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stride_ = other.stride_;
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flipped_ = other.flipped_;
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fmt_ = other.fmt_;
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other.alloc_ = false;
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other.data_ = nullptr;
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}
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return *this;
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}
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void Allocate(u32 stride, u32 height, GEBufferFormat fmt, bool flipped = false, bool reversed = false);
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void Allocate(u32 stride, u32 height, GPUDebugBufferFormat fmt, bool flipped = false);
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void Free();
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u8 *GetData() {
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return data_;
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}
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u32 GetRawPixel(int x, int y) const;
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void SetRawPixel(int x, int y, u32 c);
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const u8 *GetData() const {
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return data_;
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}
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u32 GetHeight() const {
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return height_;
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}
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u32 GetStride() const {
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return stride_;
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}
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bool GetFlipped() const {
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return flipped_;
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}
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GPUDebugBufferFormat GetFormat() const {
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return fmt_;
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}
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u32 PixelSize() const;
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private:
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bool alloc_ = false;
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u8 *data_ = nullptr;
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u32 stride_ = 0;
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u32 height_ = 0;
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GPUDebugBufferFormat fmt_ = GPU_DBG_FORMAT_INVALID;
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bool flipped_ = false;
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};
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struct GPUDebugVertex {
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float u;
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float v;
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float x;
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float y;
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float z;
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u8 c[4];
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float nx;
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float ny;
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float nz;
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};
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class GPUDebugInterface {
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public:
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virtual bool GetCurrentDisplayList(DisplayList &list) = 0;
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virtual std::vector<DisplayList> ActiveDisplayLists() = 0;
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virtual void ResetListPC(int listID, u32 pc) = 0;
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virtual void ResetListStall(int listID, u32 stall) = 0;
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virtual void ResetListState(int listID, DisplayListState state) = 0;
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GPUDebugOp DissassembleOp(u32 pc) {
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return DissassembleOp(pc, Memory::Read_U32(pc));
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}
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virtual GPUDebugOp DissassembleOp(u32 pc, u32 op) = 0;
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virtual std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc) = 0;
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// Enter/exit stepping mode. Mainly for better debug stats on time taken.
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virtual void NotifySteppingEnter() = 0;
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virtual void NotifySteppingExit() = 0;
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virtual u32 GetRelativeAddress(u32 data) = 0;
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virtual u32 GetVertexAddress() = 0;
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virtual u32 GetIndexAddress() = 0;
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virtual GPUgstate GetGState() = 0;
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// Needs to be called from the GPU thread.
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// Calling from a separate thread (e.g. UI) may fail.
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virtual void SetCmdValue(u32 op) = 0;
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virtual bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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return false;
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}
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// Needs to be called from the GPU thread, so on the same thread as a notification is fine.
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// Calling from a separate thread (e.g. UI) may fail.
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virtual bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes = -1) {
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// False means unsupported.
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return false;
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}
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// Similar to GetCurrentFramebuffer().
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virtual bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
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return false;
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}
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// Similar to GetCurrentFramebuffer().
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virtual bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
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return false;
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}
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// Similar to GetCurrentFramebuffer(), with texture level specification.
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virtual bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
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return false;
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}
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virtual bool GetCurrentClut(GPUDebugBuffer &buffer) {
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return false;
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}
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virtual bool GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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return false;
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}
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// TODO:
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// cached framebuffers / textures / vertices?
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// get content of specific framebuffer / texture?
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// vertex / texture decoding?
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};
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