Fix render resolution race condition. Should help #8002
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89513a35cc
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4 changed files with 17 additions and 11 deletions
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@ -90,17 +90,13 @@ FramebufferManagerCommon::FramebufferManagerCommon() :
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currentRenderVfb_(0),
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framebufRangeEnd_(0),
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hackForce04154000Download_(false) {
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renderWidth_ = (float)PSP_CoreParameter().renderWidth;
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renderHeight_ = (float)PSP_CoreParameter().renderHeight;
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pixelWidth_ = PSP_CoreParameter().pixelWidth;
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pixelHeight_ = PSP_CoreParameter().pixelHeight;
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UpdateSize();
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}
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FramebufferManagerCommon::~FramebufferManagerCommon() {
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}
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void FramebufferManagerCommon::Init() {
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const std::string gameId = g_paramSFO.GetValueString("DISC_ID");
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// This applies a hack to Dangan Ronpa, its demo, and its sequel.
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// The game draws solid colors to a small framebuffer, and then reads this directly in VRAM.
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@ -114,15 +110,18 @@ void FramebufferManagerCommon::Init() {
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BeginFrame();
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}
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void FramebufferManagerCommon::UpdateSize() {
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renderWidth_ = (float)PSP_CoreParameter().renderWidth;
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renderHeight_ = (float)PSP_CoreParameter().renderHeight;
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pixelWidth_ = PSP_CoreParameter().pixelWidth;
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pixelHeight_ = PSP_CoreParameter().pixelHeight;
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}
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void FramebufferManagerCommon::BeginFrame() {
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DecimateFBOs();
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currentRenderVfb_ = 0;
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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updateVRAM_ = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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renderWidth_ = (float)PSP_CoreParameter().renderWidth;
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renderHeight_ = (float)PSP_CoreParameter().renderHeight;
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pixelWidth_ = PSP_CoreParameter().pixelWidth;
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pixelHeight_ = PSP_CoreParameter().pixelHeight;
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}
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void FramebufferManagerCommon::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
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