GE Debugger: Centralize current fb tex fetch code.

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Unknown W. Brackets committed 2022-10-10 21:50:53 -07:00
1 parent 999055791d
commit fc9f200224
6 files changed
+26 -46

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@@ -456,21 +456,7 @@ DXGI_FORMAT TextureCacheD3D11::GetDestFormat(GETextureFormat format, GEPaletteFo
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture();
if (!nextTexture_) {
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
if (!retval)
ERROR_LOG(G3D, "Failed to get debug texture: copy to memory failed");
return retval;
} else {
return false;
}
return GetCurrentFramebufferTextureDebug(buffer);
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.