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VideoCommon: fix graphics target texture names for efb/xfb #10881
VideoCommon: fix graphics target texture names for efb/xfb #10881
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I think you need to check the result of |
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@AdmiralCurtiss - it does work: https://godbolt.org/z/8MEh3TbE4 Though admittedly that's likely because |
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Yes, it feels a bit magic otherwise. You also have a bug in here if the string starts with |
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A mid-string |
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Alright, I'll fix those up. Thanks for looking it over! |
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@AdmiralCurtiss - what do you think now? I'm not sure why there is a FifoCI change.. |
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I don't understand why you're checking for the prefix in the middle of the string and then rejecting the result if it's not at the start. Is there any reason to explicitly reject texture filenames that happen to have |
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@AdmiralCurtiss - no real reason. I've been very reactionary to your requests instead of taking a step back and re-looking at the algorithm. The use of Do note, that these don't support hashes (at least at the moment). They are size + format only. Still this is very clean. A little tempted to reject any that don't begin with efb,xfb, or |
Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsTarget.cpp
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…texture names for efb/xfb
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The efb/xfb names were not being calculated properly when defining actions that used them as textures. This made it impossible to write mods to skip (or technically move/scale) these draw calls.
I found this when trying to make a bloom replacement shader mod for Arc Rise Fantasia using the pp PR. I was removing bloom and applying the new bloom shader but a corner of the screen was unbloomed. Turns out the game was drawing in the corner to try and write over the place where it drew the bloom EFB copy. When I tried to get rid of that draw and I couldn't, I found this bug :)