mirror of https://github.com/PCSX2/pcsx2.git
gsdx-debug: dump texture in 32 bits when a shuffing effect is detected
Otherwise it is unreadable
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6b5a3dedd9
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@ -516,6 +516,7 @@ void GSRendererSW::Draw()
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Sync(2);
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Sync(2);
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uint64 frame = m_perfmon.GetFrame();
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uint64 frame = m_perfmon.GetFrame();
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bool texture_shuffle = ((context->FRAME.PSM & 0x2) && ((context->TEX0.PSM & 3) == 2) && (m_vt.m_primclass == GS_SPRITE_CLASS));
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string s;
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string s;
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@ -529,18 +530,34 @@ void GSRendererSW::Draw()
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if(s_savet && s_n >= s_saven && PRIM->TME)
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if(s_savet && s_n >= s_saven && PRIM->TME)
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{
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{
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s = format("%05d_f%lld_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM);
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if (texture_shuffle) {
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// Dump the texture in 32 bits format. It helps to debug texture shuffle effect
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s = format("%05d_f%lld_tex_%05x_32bits.bmp", s_n, frame, (int)m_context->TEX0.TBP0);
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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);
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} else {
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s = format("%05d_f%lld_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM);
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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);
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}
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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);
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}
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}
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s_n++;
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s_n++;
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if(s_save && s_n >= s_saven)
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if(s_save && s_n >= s_saven)
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{
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{
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s = format("%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);
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if (texture_shuffle) {
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// Dump the RT in 32 bits format. It helps to debug texture shuffle effect
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s = format("%05d_f%lld_rt0_%05x_32bits.bmp", s_n, frame, m_context->FRAME.Block());
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, 0, GetFrameRect().width(), 512);
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} else {
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s = format("%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);
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}
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}
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}
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if(s_savez && s_n >= s_saven)
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if(s_savez && s_n >= s_saven)
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@ -558,9 +575,16 @@ void GSRendererSW::Draw()
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if(s_save && s_n >= s_saven)
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if(s_save && s_n >= s_saven)
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{
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{
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s = format("%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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if (texture_shuffle) {
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// Dump the RT in 32 bits format. It helps to debug texture shuffle effect
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s = format("%05d_f%lld_rt1_%05x_32bits.bmp", s_n, frame, m_context->FRAME.Block());
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, 0, GetFrameRect().width(), 512);
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} else {
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s = format("%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
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m_mem.SaveBMP(root_sw+s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);
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}
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}
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}
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if(s_savez && s_n >= s_saven)
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if(s_savez && s_n >= s_saven)
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