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https://github.com/dolphin-emu/dolphin.git
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128fcdac26
The old way was to use big switch/case statements based on a type of buffer. The new one is to use inheritance. This change prohibits us to change the buffer type while running, but I doubt we'll ever do so. Performance should also be a bit better. Also a nice cleanup. Added some comments about this different kind of buffers.
242 lines
6.6 KiB
C++
242 lines
6.6 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Globals.h"
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#include <fstream>
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#include <vector>
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#include "Fifo.h"
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#include "DriverDetails.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Render.h"
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#include "ImageWrite.h"
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#include "BPMemory.h"
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#include "TextureCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "ProgramShaderCache.h"
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#include "VertexShaderGen.h"
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#include "VertexLoader.h"
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#include "VertexManager.h"
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#include "IndexGenerator.h"
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#include "FileUtil.h"
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#include "Debugger.h"
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#include "StreamBuffer.h"
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#include "PerfQueryBase.h"
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#include "Render.h"
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#include "main.h"
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace OGL
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{
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//This are the initially requested size for the buffers expressed in bytes
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const u32 MAX_IBUFFER_SIZE = 2*1024*1024;
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const u32 MAX_VBUFFER_SIZE = 32*1024*1024;
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static StreamBuffer *s_vertexBuffer;
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static StreamBuffer *s_indexBuffer;
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static size_t s_baseVertex;
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static size_t s_index_offset;
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VertexManager::VertexManager()
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{
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CreateDeviceObjects();
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}
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VertexManager::~VertexManager()
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{
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DestroyDeviceObjects();
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}
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void VertexManager::CreateDeviceObjects()
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{
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s_vertexBuffer = StreamBuffer::Create(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
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m_vertex_buffers = s_vertexBuffer->m_buffer;
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s_indexBuffer = StreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
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m_index_buffers = s_indexBuffer->m_buffer;
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m_CurrentVertexFmt = NULL;
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m_last_vao = 0;
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}
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void VertexManager::DestroyDeviceObjects()
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{
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GL_REPORT_ERRORD();
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glBindBuffer(GL_ARRAY_BUFFER, 0 );
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
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GL_REPORT_ERROR();
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delete s_vertexBuffer;
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delete s_indexBuffer;
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GL_REPORT_ERROR();
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}
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void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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u32 index_data_size = IndexGenerator::GetIndexLen() * sizeof(u16);
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auto buffer = s_vertexBuffer->Map(vertex_data_size, stride);
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memcpy(buffer.first, GetVertexBuffer(), vertex_data_size);
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s_vertexBuffer->Unmap(vertex_data_size);
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s_baseVertex = buffer.second / stride;
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buffer = s_indexBuffer->Map(index_data_size);
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memcpy(buffer.first, GetIndexBuffer(), index_data_size);
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s_indexBuffer->Unmap(index_data_size);
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s_index_offset = buffer.second;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_data_size);
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}
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void VertexManager::Draw(u32 stride)
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{
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u32 index_size = IndexGenerator::GetIndexLen();
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u32 max_index = IndexGenerator::GetNumVerts();
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GLenum primitive_mode = 0;
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switch(current_primitive_type)
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{
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case PRIMITIVE_POINTS:
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primitive_mode = GL_POINTS;
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break;
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case PRIMITIVE_LINES:
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primitive_mode = GL_LINES;
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break;
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case PRIMITIVE_TRIANGLES:
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primitive_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
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break;
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}
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if(g_ogl_config.bSupportsGLBaseVertex) {
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glDrawRangeElementsBaseVertex(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_index_offset, (GLint)s_baseVertex);
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} else {
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glDrawRangeElements(primitive_mode, 0, max_index, index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_index_offset);
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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void VertexManager::vFlush()
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{
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GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
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u32 stride = nativeVertexFmt->GetVertexStride();
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if(m_last_vao != nativeVertexFmt->VAO) {
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glBindVertexArray(nativeVertexFmt->VAO);
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m_last_vao = nativeVertexFmt->VAO;
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}
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PrepareDrawBuffers(stride);
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GL_REPORT_ERRORD();
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
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&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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// Makes sure we can actually do Dual source blending
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bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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// finally bind
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if (dualSourcePossible)
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{
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if (useDstAlpha)
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{
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// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
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// the same pass as regular rendering.
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
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}
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// upload global constants
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ProgramShaderCache::UploadConstants();
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// setup the pointers
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if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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GL_REPORT_ERRORD();
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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Draw(stride);
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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//ERROR_LOG(VIDEO, "PerfQuery result: %d", g_perf_query->GetQueryResult(bpmem.zcontrol.early_ztest ? PQ_ZCOMP_OUTPUT_ZCOMPLOC : PQ_ZCOMP_OUTPUT));
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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// Need to upload these again, if we don't support UBO
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ProgramShaderCache::UploadConstants();
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}
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glDisable(GL_BLEND);
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Draw(stride);
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// restore color mask
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g_renderer->SetColorMask();
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if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
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glEnable(GL_BLEND);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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// save the shaders
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ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
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char strfile[255];
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sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fps;
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OpenFStream(fps, strfile, std::ios_base::out);
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fps << prog.shader.strpprog.c_str();
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sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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std::ofstream fvs;
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OpenFStream(fvs, strfile, std::ios_base::out);
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fvs << prog.shader.strvprog.c_str();
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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char str[128];
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sprintf(str, "%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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g_renderer->SaveScreenshot(str, tr);
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}
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#endif
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g_Config.iSaveTargetId++;
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ClearEFBCache();
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GL_REPORT_ERRORD();
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}
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} // namespace
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