mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
Add support for reading framebuffers to memory.
Signed-off-by: arnastia <arnastia@gmail.com>
This commit is contained in:
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3c8b7d3f33
commit
4fa30ce6ec
@ -406,6 +406,12 @@ void FramebufferManager::SetRenderFrameBuffer() {
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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// Save current render framebuffer to memory
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if(currentRenderVfb_) {
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// TODO: Add a way to disable the call since it is rather expensive.
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ReadFramebufferToMemory(currentRenderVfb_);
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}
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// None found? Create one.
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if (!vfb) {
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gstate_c.textureChanged = true;
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@ -481,7 +487,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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// We already have it!
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} else if (vfb != currentRenderVfb_) {
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// Use it as a render target.
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DEBUG_LOG(HLE, "Switching render target to FBO for %08x", vfb->fb_address);
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DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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vfb->usageFlags |= FB_USAGE_RENDERTARGET;
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gstate_c.textureChanged = true;
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vfb->last_frame_used = gpuStats.numFrames;
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@ -598,6 +604,9 @@ void FramebufferManager::CopyDisplayToOutput() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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// TODO: Add a way to disable the call since it is rather expensive.
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ReadFramebufferToMemory(vfb);
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if (resized_) {
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -606,6 +615,238 @@ void FramebufferManager::CopyDisplayToOutput() {
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}
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}
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void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb) {
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// This only works with buffered rendering
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if (!useBufferedRendering_) {
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return;
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}
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fbo_unbind();
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if(gl_extensions.FBO_ARB) { // TODO: fbo_unbind should use GL_FRAMEBUFFER to do this? Don't want to change native
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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if(vfb) {
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float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f;
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float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f;
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// If render resolution different we blit a new framebuffer and copy that one to memory
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// (assuming rendering a smaller resolution than the PSP isn't done on any device, but not sure on that)
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// A more accurate (and probably costly) solution would be to draw a framebuffer at native resolution
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// parallel to the rendering one?
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if(renderWidthFactor > 1.0f || renderHeightFactor > 1.0f) {
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// For now we'll also keep these framebuffer objects on the same struct as the ones that can get displayed
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// (and blatantly copy work already done above while at it)
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VirtualFramebuffer *nvfb = 0;
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// We maintain a separate vector of framebuffer objects for blitting (guessing the point is saving on FBOs?)
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for (size_t i = 0; i < bvfbs_.size(); ++i) {
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VirtualFramebuffer *v = bvfbs_[i];
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if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) {
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if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) {
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nvfb = v;
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v->fb_stride = vfb->fb_stride;
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v->width = vfb->width;
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v->height = vfb->height;
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break;
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}
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}
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}
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// Create a new fbo if none was found for the size
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if(!nvfb) {
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nvfb = new VirtualFramebuffer();
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nvfb->fbo = 0;
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nvfb->fb_address = vfb->fb_address;
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nvfb->fb_stride = vfb->fb_stride;
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nvfb->z_address = vfb->z_address;
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nvfb->z_stride = vfb->z_stride;
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nvfb->width = vfb->width;
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nvfb->height = vfb->height;
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nvfb->renderWidth = vfb->width;
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nvfb->renderHeight = vfb->height;
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nvfb->bufferWidth = vfb->bufferWidth;
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nvfb->bufferHeight = vfb->bufferHeight;
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nvfb->format = vfb->format;
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nvfb->usageFlags = FB_USAGE_RENDERTARGET;
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nvfb->dirtyAfterDisplay = true;
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if (g_Config.bTrueColor) {
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nvfb->colorDepth = FBO_8888;
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} else {
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switch (vfb->format) {
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case GE_FORMAT_4444:
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nvfb->colorDepth = FBO_4444;
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break;
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case GE_FORMAT_5551:
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nvfb->colorDepth = FBO_5551;
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break;
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case GE_FORMAT_565:
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nvfb->colorDepth = FBO_565;
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break;
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case GE_FORMAT_8888:
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nvfb->colorDepth = FBO_8888;
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break;
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default:
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nvfb->colorDepth = FBO_8888;
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break;
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}
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}
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//#ifdef ANDROID
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// nvfb->colorDepth = FBO_8888;
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//#endif
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nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, true, nvfb->colorDepth);
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if (useBufferedRendering_) {
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if (nvfb->fbo) {
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fbo_bind_as_render_target(nvfb->fbo);
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} else {
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ERROR_LOG(HLE, "Error creating FBO! %i x %i", vfb->renderWidth, vfb->renderHeight);
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}
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}
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nvfb->last_frame_used = gpuStats.numFrames;
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bvfbs_.push_back(nvfb);
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} else {
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// We already have one, so we set it as a render target.
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//DEBUG_LOG(HLE, "Switching render target to FBO for %08x: %i x %i x %i ", nvfb->fb_address, nvfb->width, nvfb->height, nvfb->format);
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nvfb->usageFlags |= FB_USAGE_RENDERTARGET;
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nvfb->last_frame_used = gpuStats.numFrames;
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nvfb->dirtyAfterDisplay = true;
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if (useBufferedRendering_) {
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if (nvfb->fbo) {
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fbo_bind_as_render_target(nvfb->fbo);
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} else {
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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}
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}
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#ifdef USING_GLES2
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (nvfb->last_frame_used != gpuStats.numFrames) {
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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#endif
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}
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// We bind the resized fbo for reading
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if (useBufferedRendering_) {
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if (vfb->fbo) {
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fbo_bind_for_read(vfb->fbo);
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} else {
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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}
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}
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// And we check both framebuffers for completeness
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if(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE
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|| glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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DEBUG_LOG(HLE, "Incomplete FBOs pre-blitting");
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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return;
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}
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// TODO: glReadBuffer and glDrawBuffer should maybe be specifically set here?
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// Then we blit the color buffer using linear filtering
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DEBUG_LOG(HLE, "Blitting FBOs for %08x: %i x %i to %i x %i ", nvfb->fb_address, vfb->renderWidth, vfb->renderHeight, nvfb->renderWidth, nvfb->renderHeight);
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glBlitFramebuffer(0, 0, vfb->fb_stride * renderWidthFactor, vfb->renderHeight, 0, 0, nvfb->fb_stride, nvfb->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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vfb = nvfb;
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}
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int pixelType, pixelSize, pixelFormat, align;
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switch (vfb->format) {
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case GE_FORMAT_4444: // 16 bit ABGR
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pixelType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
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pixelFormat = GL_RGBA;
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pixelSize = 2;
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align = 8;
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break;
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case GE_FORMAT_5551: // 16 bit ABGR
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pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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pixelFormat = GL_RGBA;
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pixelSize = 2;
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align = 8;
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break;
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case GE_FORMAT_565: // 16 bit BGR
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pixelType = GL_UNSIGNED_SHORT_5_6_5_REV;
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pixelFormat = GL_RGB;
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pixelSize = 2;
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align = 8;
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break;
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case GE_FORMAT_8888: // 32 bit ABGR
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default: // And same as above
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pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
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pixelFormat = GL_RGBA;
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pixelSize = 4;
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align = 4;
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break;
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}
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if (useBufferedRendering_) {
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if (vfb->fbo) {
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fbo_bind_for_read(vfb->fbo);
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} else {
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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return;
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}
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}
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// Prepare buffers to read the pixel data into
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// Ideally we'd apply the image flip inplace and only need one,
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// but right now this is simpler
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// (maybe it's more efficient to have the GPU flip it in the framebuffer and then flip it back?)
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int bufHeight = vfb->height;
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size_t bufSize = vfb->fb_stride * bufHeight;
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GLubyte *buf1 = (GLubyte *) malloc(bufSize * pixelSize);
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GLubyte *buf2 = (GLubyte *) malloc(bufSize * pixelSize);
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u32 fb_address = (0x44000000) | vfb->fb_address;
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DEBUG_LOG(HLE, "Reading pixels to mem, bufSize = %u, buf = %08x, fb_address = %08x", bufSize, buf1, fb_address);
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glPixelStorei(GL_PACK_ALIGNMENT, align);
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glReadPixels(0, 0, vfb->fb_stride, vfb->height, pixelFormat, pixelType, buf1);
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// We have to flip glReadPixels data upside down
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int i, j, t;
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for(i = 0; i < bufHeight; i++) {
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for(j = 0; j < vfb->fb_stride * pixelSize; j++) {
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buf2[(bufHeight - 1 - i) * vfb->fb_stride * pixelSize + j] = buf1[i * vfb->fb_stride * pixelSize + j];
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}
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}
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Memory::Memcpy(fb_address, buf2, bufSize * pixelSize);
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free(buf1);
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free(buf2);
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fbo_unbind();
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if(gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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}
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}
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void FramebufferManager::EndFrame() {
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if (resized_) {
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DestroyAllFBOs();
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@ -105,6 +105,8 @@ public:
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void SetRenderFrameBuffer(); // Uses parameters computed from gstate
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void UpdateFromMemory(u32 addr, int size);
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb);
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// TODO: Break out into some form of FBO manager
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VirtualFramebuffer *GetDisplayFBO();
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
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@ -141,6 +143,9 @@ private:
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VirtualFramebuffer *currentRenderVfb_;
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// Used by ReadFramebufferToMemory
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std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
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// Used by DrawPixels
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unsigned int drawPixelsTex_;
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int drawPixelsTexFormat_;
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