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FramebufferManager: Support saving EFB to save state
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@ -17,6 +17,7 @@
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#include "VideoCommon/TextureConfig.h"
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class NativeVertexFormat;
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class PointerWrap;
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enum class EFBReinterpretType
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{
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@ -95,6 +96,9 @@ public:
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void PokeEFBDepth(u32 x, u32 y, float depth);
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void FlushEFBPokes();
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// Save state load/save.
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void DoState(PointerWrap& p);
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protected:
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struct EFBPokeVertex
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{
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@ -145,6 +149,9 @@ protected:
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void DrawPokeVertices(const EFBPokeVertex* vertices, u32 vertex_count,
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const AbstractPipeline* pipeline);
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void DoLoadState(PointerWrap& p);
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void DoSaveState(PointerWrap& p);
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std::unique_ptr<AbstractTexture> m_efb_color_texture;
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std::unique_ptr<AbstractTexture> m_efb_convert_color_texture;
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std::unique_ptr<AbstractTexture> m_efb_depth_texture;
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@ -156,6 +163,9 @@ protected:
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std::unique_ptr<AbstractFramebuffer> m_efb_depth_resolve_framebuffer;
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std::unique_ptr<AbstractPipeline> m_efb_depth_resolve_pipeline;
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// Pipeline for restoring the contents of the EFB from a save state
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std::unique_ptr<AbstractPipeline> m_efb_restore_pipeline;
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// Format conversion shaders
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std::array<std::unique_ptr<AbstractPipeline>, 6> m_format_conversion_pipelines;
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