From 4eed4ca3a1a194268fe48aaece3e6669e5897fa3 Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Tue, 8 Sep 2015 11:27:36 +0200 Subject: [PATCH] gsdx-debug: restore 16 bit dump format in the SW renderer Actually dump both 32/16 bits (former for texture shuffle and later for real 16 bits RT) --- plugins/GSdx/GSRendererSW.cpp | 23 ++++++++--------------- 1 file changed, 8 insertions(+), 15 deletions(-) diff --git a/plugins/GSdx/GSRendererSW.cpp b/plugins/GSdx/GSRendererSW.cpp index 4c2bad5475..0a62b65840 100644 --- a/plugins/GSdx/GSRendererSW.cpp +++ b/plugins/GSdx/GSRendererSW.cpp @@ -537,14 +537,11 @@ void GSRendererSW::Draw() if (texture_shuffle) { // Dump the RT in 32 bits format. It helps to debug texture shuffle effect s = format("%05d_f%lld_tex_%05x_32bits.bmp", s_n, frame, (int)m_context->TEX0.TBP0); - m_mem.SaveBMP(root_sw+s, m_context->TEX0.TBP0, m_context->TEX0.TBW, 0, 1 << m_context->TEX0.TW, 1 << m_context->TEX0.TH); - } else { - s = format("%05d_f%lld_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM); - - m_mem.SaveBMP(root_sw+s, m_context->TEX0.TBP0, m_context->TEX0.TBW, m_context->TEX0.PSM, 1 << m_context->TEX0.TW, 1 << m_context->TEX0.TH); } + s = format("%05d_f%lld_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM); + m_mem.SaveBMP(root_sw+s, m_context->TEX0.TBP0, m_context->TEX0.TBW, m_context->TEX0.PSM, 1 << m_context->TEX0.TW, 1 << m_context->TEX0.TH); } s_n++; @@ -555,13 +552,11 @@ void GSRendererSW::Draw() if (texture_shuffle) { // Dump the RT in 32 bits format. It helps to debug texture shuffle effect s = format("%05d_f%lld_rt0_%05x_32bits.bmp", s_n, frame, m_context->FRAME.Block()); - m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, 0, GetFrameRect().width(), 512); - } else { - s = format("%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM); - - m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512); } + + s = format("%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM); + m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512); } if(s_savez && s_n >= s_saven) @@ -582,13 +577,11 @@ void GSRendererSW::Draw() if (texture_shuffle) { // Dump the RT in 32 bits format. It helps to debug texture shuffle effect s = format("%05d_f%lld_rt1_%05x_32bits.bmp", s_n, frame, m_context->FRAME.Block()); - m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, 0, GetFrameRect().width(), 512); - } else { - s = format("%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM); - - m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512); } + + s = format("%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM); + m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512); } if(s_savez && s_n >= s_saven)