VideoSoftware: remove const memory usage of DebugUtil
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4b60bdd2d0
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@ -21,29 +21,37 @@
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namespace DebugUtil
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{
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u32 skipFrames = 0;
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bool drawingHwTriangles = false;
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static u32 skipFrames = 0;
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static bool drawingHwTriangles = false;
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enum { NumObjectBuffers = 40};
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u32 ObjectBuffer[NumObjectBuffers][EFB_WIDTH*EFB_HEIGHT];
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u32 TempBuffer[NumObjectBuffers];
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static u32 *ObjectBuffer[NumObjectBuffers];
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static u32 TempBuffer[NumObjectBuffers];
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bool DrawnToBuffer[NumObjectBuffers];
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const char* ObjectBufferName[NumObjectBuffers];
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int BufferBase[NumObjectBuffers];
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static bool DrawnToBuffer[NumObjectBuffers];
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static const char* ObjectBufferName[NumObjectBuffers];
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static int BufferBase[NumObjectBuffers];
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void Init()
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{
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for (int i = 0; i < NumObjectBuffers; i++)
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{
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memset(ObjectBuffer[i], 0, sizeof(ObjectBuffer[i]));
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ObjectBuffer[i] = new u32[EFB_WIDTH*EFB_HEIGHT]();
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DrawnToBuffer[i] = false;
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ObjectBufferName[i] = nullptr;
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BufferBase[i] = 0;
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}
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}
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void Shutdown()
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{
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for (int i = 0; i < NumObjectBuffers; i++)
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{
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delete[] ObjectBuffer[i];
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}
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}
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void SaveTexture(const std::string& filename, u32 texmap, s32 mip)
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{
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FourTexUnits& texUnit = bpmem.tex[(texmap >> 2) & 1];
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@ -245,7 +253,7 @@ void OnObjectEnd()
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swstats.thisFrame.numDrawnObjects, ObjectBufferName[i], i - BufferBase[i]);
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(void)TextureToPng((u8*)ObjectBuffer[i], EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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memset(ObjectBuffer[i], 0, sizeof(ObjectBuffer[i]));
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memset(ObjectBuffer[i], 0, EFB_WIDTH * EFB_HEIGHT * sizeof(u32));
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}
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}
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@ -7,6 +7,7 @@
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namespace DebugUtil
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{
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void Init();
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void Shutdown();
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void GetTextureRGBA(u8 *dst, u32 texmap, s32 mip, u32 width, u32 height);
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@ -167,6 +167,7 @@ void VideoSoftware::Shutdown()
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// TODO: should be in Video_Cleanup
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HwRasterizer::Shutdown();
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SWRenderer::Shutdown();
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DebugUtil::Shutdown();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
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