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Add ability to dump xfb copies to texture for debugging purposes
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@ -1344,8 +1344,8 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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TargetRectangle sourceRc = ConvertEFBRectangle(rc);
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sourceRc.left = 0;
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sourceRc.right = xfb_texture->config.width;
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sourceRc.top = xfb_texture->config.height;
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sourceRc.right = xfb_texture->GetConfig().width;
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sourceRc.top = xfb_texture->GetConfig().height;
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sourceRc.bottom = 0;
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ResetAPIState();
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@ -1358,7 +1358,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// Copy the framebuffer to screen.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->config.width, xfb_texture->config.height);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// The FlushFrameDump call here is necessary even after frame dumping is stopped.
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// If left out, screenshots are "one frame" behind, as an extra frame is dumped and buffered.
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@ -1383,7 +1383,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// Finish up the current frame, print some stats
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SetWindowSize(xfb_texture->config.width, xfb_texture->config.height);
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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