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)
This commit is contained in:
Gregory Hainaut 2015-09-08 11:27:36 +02:00
parent 9d4a8688c1
commit 4eed4ca3a1
1 changed files with 8 additions and 15 deletions

View File

@ -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)