D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
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21 changed files with 118 additions and 177 deletions
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@ -152,6 +152,7 @@ namespace Draw {
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class DrawContext;
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}
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struct GPUDebugBuffer;
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class TextureCacheCommon;
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class ShaderManagerCommon;
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@ -264,6 +265,11 @@ public:
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Draw::Framebuffer *GetTempFBO(u16 w, u16 h, Draw::FBColorDepth depth = Draw::FBO_8888);
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// Debug features
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virtual bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes) = 0;
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virtual bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) = 0;
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virtual bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) = 0;
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protected:
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virtual void SetViewport2D(int x, int y, int w, int h) = 0;
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void CalculatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight, PostShaderUniforms *uniforms);
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