mirror of
https://github.com/libretro/ppsspp.git
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1a8369e51c
This should allow playing at non-1x resolutions, and without slowing down the entire game just for one small framebuffer. Generally, hacks are a bad thing. But even with memcpy and block transfer stuff, we'll never be able to solve this game without some sort of hack. Detecting memory reads will complicate cross-platform compat or slow things down.
293 lines
9.0 KiB
C++
293 lines
9.0 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 <list>
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#include <set>
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#include <algorithm>
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#include "gfx/gl_common.h"
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#include "gfx_es2/fbo.h"
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// Keeps track of allocated FBOs.
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// Also provides facilities for drawing and later converting raw
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// pixel data.
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#include "../Globals.h"
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#include "GPU/GPUCommon.h"
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struct GLSLProgram;
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class TextureCache;
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enum {
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FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
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FB_USAGE_RENDERTARGET = 2,
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FB_USAGE_TEXTURE = 4,
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};
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enum {
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FB_NON_BUFFERED_MODE = 0,
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FB_BUFFERED_MODE = 1,
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// Hm, it's unfortunate that GPU has ended up as two separate values in GL and GLES.
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#ifndef USING_GLES2
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FB_READFBOMEMORY_CPU = 2,
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FB_READFBOMEMORY_GPU = 3,
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#else
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FB_READFBOMEMORY_GPU = 2,
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#endif
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FBO_READFBOMEMORY_MIN = 2
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};
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struct VirtualFramebuffer {
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int last_frame_used;
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int last_frame_render;
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bool memoryUpdated;
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bool depthUpdated;
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u32 fb_address;
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u32 z_address;
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int fb_stride;
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int z_stride;
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// There's also a top left of the drawing region, but meh...
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// width/height: The detected size of the current framebuffer.
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u16 width;
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u16 height;
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// renderWidth/renderHeight: The actual size we render at. May be scaled to render at higher resolutions.
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u16 renderWidth;
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u16 renderHeight;
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// bufferWidth/bufferHeight: The actual (but non scaled) size of the buffer we render to. May only be bigger than width/height.
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u16 bufferWidth;
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u16 bufferHeight;
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u16 usageFlags;
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u16 newWidth;
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u16 newHeight;
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int lastFrameNewSize;
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GEBufferFormat format; // virtual, right now they are all RGBA8888
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FBOColorDepth colorDepth;
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FBO *fbo;
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bool dirtyAfterDisplay;
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bool reallyDirtyAfterDisplay; // takes frame skipping into account
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};
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH);
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#ifndef USING_GLES2
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// Simple struct for asynchronous PBO readbacks
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struct AsyncPBO {
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GLuint handle;
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u32 maxSize;
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u32 fb_address;
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u32 stride;
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u32 height;
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u32 size;
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GEBufferFormat format;
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bool reading;
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};
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#endif
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class ShaderManager;
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class FramebufferManager {
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public:
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FramebufferManager();
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~FramebufferManager();
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void SetTextureCache(TextureCache *tc) {
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textureCache_ = tc;
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}
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void SetShaderManager(ShaderManager *sm) {
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shaderManager_ = sm;
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}
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void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader);
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// If texture != 0, will bind it.
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// x,y,w,h are relative to destW, destH which fill out the target completely.
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void DrawActiveTexture(GLuint texture, float x, float y, float w, float h, float destW, float destH, bool flip = false, float u0 = 0.0f, float v0 = 0.0f, float u1 = 1.0f, float v1 = 1.0f, GLSLProgram *program = 0);
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void DrawPlainColor(u32 color);
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void DestroyAllFBOs();
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void DecimateFBOs();
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void BeginFrame();
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void EndFrame();
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void Resized();
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void DeviceLost();
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void CopyDisplayToOutput();
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void DoSetRenderFrameBuffer(); // Uses parameters computed from gstate
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void SetRenderFrameBuffer() {
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// Inlining this part since it's so frequent.
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if (!gstate_c.framebufChanged && currentRenderVfb_) {
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currentRenderVfb_->last_frame_render = gpuStats.numFlips;
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currentRenderVfb_->dirtyAfterDisplay = true;
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if (!gstate_c.skipDrawReason)
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currentRenderVfb_->reallyDirtyAfterDisplay = true;
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return;
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}
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DoSetRenderFrameBuffer();
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}
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void UpdateFromMemory(u32 addr, int size, bool safe);
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void SetLineWidth();
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void BindFramebufferDepth(VirtualFramebuffer *sourceframebuffer, VirtualFramebuffer *targetframebuffer);
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// For use when texturing from a framebuffer. May create a duplicate if target.
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void BindFramebufferColor(VirtualFramebuffer *framebuffer);
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// Returns true if it's sure this is a direct FBO->FBO transfer and it has already handle it.
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// In that case we hardly need to actually copy the bytes in VRAM, they will be wrong anyway (unless
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// read framebuffers is on, in which case this should always return false).
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bool NotifyBlockTransferBefore(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp);
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void NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride, int dstX, int dstY, u32 srcBasePtr, int srcStride, int srcX, int srcY, int w, int h, int bpp);
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// Reads a rectangular subregion of a framebuffer to the right position in its backing memory.
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h);
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// TODO: Break out into some form of FBO manager
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VirtualFramebuffer *GetVFBAt(u32 addr);
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VirtualFramebuffer *GetDisplayVFB() {
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return GetVFBAt(displayFramebufPtr_);
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}
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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size_t NumVFBs() const { return vfbs_.size(); }
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std::vector<FramebufferInfo> GetFramebufferList();
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int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
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int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
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int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
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int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
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u32 PrevDisplayFramebufAddr() {
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return prevDisplayFramebuf_ ? (0x04000000 | prevDisplayFramebuf_->fb_address) : 0;
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}
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u32 DisplayFramebufAddr() {
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return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
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}
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void SetDepthUpdated() {
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if (currentRenderVfb_) {
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currentRenderVfb_->depthUpdated = true;
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}
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}
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bool MayIntersectFramebuffer(u32 start) {
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// Clear the cache/kernel bits.
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start = start & 0x3FFFFFFF;
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// Most games only have two framebuffers at the start.
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if (start >= framebufRangeEnd_ || start < PSP_GetVidMemBase()) {
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return false;
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}
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return true;
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}
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inline bool ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const;
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bool NotifyFramebufferCopy(u32 src, u32 dest, int size);
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void DestroyFramebuf(VirtualFramebuffer *vfb);
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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private:
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void CompileDraw2DProgram();
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void DestroyDraw2DProgram();
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void FindTransferFramebuffers(VirtualFramebuffer *&dstBuffer, VirtualFramebuffer *&srcBuffer, u32 dstBasePtr, int dstStride, int &dstX, int &dstY, u32 srcBasePtr, int srcStride, int &srcX, int &srcY, int bpp) const;
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u32 FramebufferByteSize(const VirtualFramebuffer *vfb) const;
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void SetNumExtraFBOs(int num);
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u32 displayFramebufPtr_;
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u32 displayStride_;
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GEBufferFormat displayFormat_;
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VirtualFramebuffer *displayFramebuf_;
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VirtualFramebuffer *prevDisplayFramebuf_;
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VirtualFramebuffer *prevPrevDisplayFramebuf_;
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int frameLastFramebufUsed;
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std::vector<VirtualFramebuffer *> vfbs_;
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VirtualFramebuffer *currentRenderVfb_;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer_(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip = false);
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#ifndef USING_GLES2
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void PackFramebufferAsync_(VirtualFramebuffer *vfb);
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#endif
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void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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// Used by DrawPixels
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unsigned int drawPixelsTex_;
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GEBufferFormat drawPixelsTexFormat_;
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int drawPixelsTexW_;
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int drawPixelsTexH_;
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u8 *convBuf_;
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u32 convBufSize_;
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GLSLProgram *draw2dprogram_;
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GLSLProgram *plainColorProgram_;
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GLSLProgram *postShaderProgram_;
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int plainColorLoc_;
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int timeLoc_;
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TextureCache *textureCache_;
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ShaderManager *shaderManager_;
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bool usePostShader_;
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bool postShaderAtOutputResolution_;
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// Used by post-processing shader
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std::vector<FBO *> extraFBOs_;
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bool resized_;
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bool useBufferedRendering_;
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bool updateVRAM_;
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bool gameUsesSequentialCopies_;
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bool hackForce04154000Download_;
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// The range of PSP memory that may contain FBOs. So we can skip iterating.
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u32 framebufRangeEnd_;
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std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
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std::map<std::pair<int, int>, FBO *> renderCopies_;
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std::set<std::pair<u32, u32>> knownFramebufferRAMCopies_;
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#ifndef USING_GLES2
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AsyncPBO *pixelBufObj_; //this isn't that large
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u8 currentPBO_;
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#endif
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};
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