Rename Slow Framebuf effects to Shader Blending (might remove). Reassign readbacks to BlockTransferGPU.

This commit is contained in:
Henrik Rydgård 2022-08-31 13:48:53 +02:00
parent 437d6d30a0
commit 67d6549afd
11 changed files with 15 additions and 15 deletions

View file

@ -494,7 +494,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(Framebuffer
currentRenderVfb_ = vfb;
// Assume that if we're clearing right when switching to a new framebuffer, we don't need to upload.
if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects && params.isDrawing) {
if (useBufferedRendering_ && params.isDrawing) {
gpu->PerformMemoryUpload(params.fb_address, byteSize);
// Alpha was already done by PerformMemoryUpload.
PerformStencilUpload(params.fb_address, byteSize, StencilUpload::STENCIL_IS_ZERO | StencilUpload::IGNORE_ALPHA);
@ -1233,7 +1233,7 @@ void FramebufferManagerCommon::DownloadFramebufferOnSwitch(VirtualFramebuffer *v
// Some games will draw to some memory once, and use it as a render-to-texture later.
// To support this, we save the first frame to memory when we have a safe w/h.
// Saving each frame would be slow.
if (!g_Config.bDisableSlowFramebufEffects && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
if (g_Config.bBlockTransferGPU && !PSP_CoreParameter().compat.flags().DisableFirstFrameReadback) {
ReadFramebufferToMemory(vfb, 0, 0, vfb->safeWidth, vfb->safeHeight, RASTER_COLOR);
vfb->usageFlags = (vfb->usageFlags | FB_USAGE_DOWNLOAD | FB_USAGE_FIRST_FRAME_SAVED) & ~FB_USAGE_DOWNLOAD_CLEAR;
vfb->safeWidth = 0;