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Buildfix mac (name collision with NO...)
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parent
7aa6f3db16
commit
e62614498e
6 changed files with 9 additions and 9 deletions
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@ -178,7 +178,7 @@ enum class DisplayFramerateMode : int {
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};
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enum class SkipGPUReadbackMode : int {
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NO,
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NO_SKIP,
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SKIP,
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COPY_TO_TEXTURE,
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};
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@ -1629,7 +1629,7 @@ static u32 sceAtracGetNextSample(int atracID, u32 outNAddr) {
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}
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if (numSamples > atrac->SamplesPerFrame())
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numSamples = atrac->SamplesPerFrame();
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if (atrac->bufferState_ == ATRAC_STATUS_STREAMED_LOOP_FROM_END && numSamples + atrac->currentSample_ > atrac->endSample_) {
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if (atrac->bufferState_ == ATRAC_STATUS_STREAMED_LOOP_FROM_END && (int)numSamples + atrac->currentSample_ > atrac->endSample_) {
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atrac->bufferState_ = ATRAC_STATUS_ALL_DATA_LOADED;
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}
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if (Memory::IsValidAddress(outNAddr))
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@ -1024,7 +1024,7 @@ void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *v
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// Saving each frame would be slow.
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// TODO: This type of download could be made async, for less stutter on framebuffer creation.
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if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
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ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR, Draw::ReadbackMode::BLOCK);
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vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
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vfb->safeWidth = 0;
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@ -1040,7 +1040,7 @@ bool FramebufferManagerCommon::ShouldDownloadFramebufferColor(const VirtualFrame
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bool FramebufferManagerCommon::ShouldDownloadFramebufferDepth(const VirtualFramebuffer *vfb) const {
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// Download depth buffer for Syphon Filter lens flares
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if (!PSP_CoreParameter().compat.flags().ReadbackDepth || g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO) {
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if (!PSP_CoreParameter().compat.flags().ReadbackDepth || g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO_SKIP) {
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return false;
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}
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return (vfb->usageFlags & FB_USAGE_RENDER_DEPTH) != 0 && vfb->width >= 480 && vfb->height >= 272;
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@ -2130,7 +2130,7 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
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// Again we have the problem though that it's doing a lot of small copies here, one for each line.
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if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
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WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
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} else if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
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} else if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && (!srcBuffer->memoryUpdated || channel == RASTER_DEPTH)) {
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Draw::ReadbackMode readbackMode = Draw::ReadbackMode::BLOCK;
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if (PSP_CoreParameter().compat.flags().AllowDelayedReadbacks) {
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readbackMode = Draw::ReadbackMode::OLD_DATA_OK;
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@ -2668,7 +2668,7 @@ bool FramebufferManagerCommon::NotifyBlockTransferBefore(u32 dstBasePtr, int dst
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srcBasePtr, srcRect.x_bytes / bpp, srcRect.y, srcStride,
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dstBasePtr, dstRect.x_bytes / bpp, dstRect.y, dstStride);
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FlushBeforeCopy();
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if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO && !srcRect.vfb->memoryUpdated) {
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if (g_Config.iSkipGPUReadbackMode == (int)SkipGPUReadbackMode::NO_SKIP && !srcRect.vfb->memoryUpdated) {
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const int srcBpp = BufferFormatBytesPerPixel(srcRect.vfb->fb_format);
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const float srcXFactor = (float)bpp / srcBpp;
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const bool tooTall = srcY + srcRect.h > srcRect.vfb->bufferHeight;
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@ -347,7 +347,7 @@ void EmuScreen::bootGame(const Path &filename) {
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g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BufferedRenderingRequired", "Warning: This game requires Rendering Mode to be set to Buffered."), 10.0f);
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}
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if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO) {
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if (PSP_CoreParameter().compat.flags().RequireBlockTransfer && g_Config.iSkipGPUReadbackMode != (int)SkipGPUReadbackMode::NO_SKIP) {
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auto gr = GetI18NCategory(I18NCat::GRAPHICS);
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g_OSD.Show(OSDType::MESSAGE_WARNING, gr->T("BlockTransferRequired", "Warning: This game requires Skip GPU Readbacks be set to No."), 10.0f);
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}
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@ -468,7 +468,7 @@ int main(int argc, const char* argv[])
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g_Config.sReportHost.clear();
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g_Config.bAutoSaveSymbolMap = false;
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g_Config.bSkipBufferEffects = false;
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g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::NO;
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g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::NO_SKIP;
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g_Config.bHardwareTransform = true;
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g_Config.iAnisotropyLevel = 0; // When testing mipmapping we really don't want this.
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g_Config.iMultiSampleLevel = 0;
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@ -636,7 +636,7 @@ static void check_variables(CoreParameter &coreParam)
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if (!strcmp(var.value, "disabled"))
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g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::SKIP;
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else
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g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::NO;
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g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::NO_SKIP;
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}
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var.key = "ppsspp_frameskip";
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