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GE Debugger: Save with alpha for PNGs.
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@ -174,7 +174,7 @@ void AVIDump::AddFrame()
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u32 h = buf.GetHeight();
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CheckResolution(w, h);
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u8 *flipbuffer = nullptr;
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const u8 *buffer = ConvertBufferTo888RGB(buf, flipbuffer, w, h);
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const u8 *buffer = ConvertBufferToScreenshot(buf, false, flipbuffer, w, h);
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#ifdef USE_FFMPEG
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@ -125,12 +125,14 @@ static bool WriteScreenshotToPNG(png_imagep image, const char *filename, int con
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}
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#endif
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static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b, const void *buffer, int offset, bool rev) {
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static bool ConvertPixelTo8888RGBA(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b, u8 &a, const void *buffer, int offset, bool rev) {
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const u8 *buf8 = (const u8 *)buffer;
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const u16 *buf16 = (const u16 *)buffer;
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const u32 *buf32 = (const u32 *)buffer;
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const float *fbuf = (const float *)buffer;
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// NOTE: a and r might be the same channel. This is used for RGB.
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u32 src;
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double fsrc;
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switch (fmt) {
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@ -139,6 +141,7 @@ static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b,
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if (rev) {
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src = bswap16(src);
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}
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a = 255;
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r = Convert5To8((src >> 0) & 0x1F);
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g = Convert6To8((src >> 5) & 0x3F);
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b = Convert5To8((src >> 11) & 0x1F);
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@ -148,6 +151,7 @@ static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b,
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if (rev) {
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src = bswap16(src);
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}
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a = (src >> 15) ? 255 : 0;
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r = Convert5To8((src >> 0) & 0x1F);
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g = Convert5To8((src >> 5) & 0x1F);
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b = Convert5To8((src >> 10) & 0x1F);
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@ -157,6 +161,7 @@ static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b,
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if (rev) {
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src = bswap16(src);
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}
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a = Convert4To8((src >> 12) & 0xF);
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r = Convert4To8((src >> 0) & 0xF);
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g = Convert4To8((src >> 4) & 0xF);
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b = Convert4To8((src >> 8) & 0xF);
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@ -166,54 +171,62 @@ static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b,
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if (rev) {
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src = bswap32(src);
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}
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a = (src >> 24) & 0xFF;
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r = (src >> 0) & 0xFF;
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g = (src >> 8) & 0xFF;
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b = (src >> 16) & 0xFF;
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break;
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case GPU_DBG_FORMAT_FLOAT:
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fsrc = fbuf[offset];
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r = fsrc >= 1.0 ? 255 : (fsrc < 0.0 ? 0 : (int)(fsrc * 255.0));
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r = 255;
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g = 0;
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b = 0;
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a = fsrc >= 1.0 ? 255 : (fsrc < 0.0 ? 0 : (int)(fsrc * 255.0));
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break;
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case GPU_DBG_FORMAT_16BIT:
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src = buf16[offset];
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r = src >> 8;
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r = 255;
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g = 0;
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b = 0;
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a = src >> 8;
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break;
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case GPU_DBG_FORMAT_8BIT:
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src = buf8[offset];
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r = src;
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r = 255;
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g = 0;
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b = 0;
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a = src;
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break;
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case GPU_DBG_FORMAT_24BIT_8X:
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src = buf32[offset];
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r = (src >> 16) & 0xFF;
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 16) & 0xFF;
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break;
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case GPU_DBG_FORMAT_24X_8BIT:
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src = buf32[offset];
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r = (src >> 24) & 0xFF;
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 24) & 0xFF;
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break;
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case GPU_DBG_FORMAT_24BIT_8X_DIV_256:
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src = buf32[offset]& 0x00FFFFFF;
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src = src - 0x800000 + 0x8000;
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r = (src >> 8) & 0xFF;
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 8) & 0xFF;
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break;
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case GPU_DBG_FORMAT_FLOAT_DIV_256:
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fsrc = fbuf[offset];
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src = (int)(fsrc * 16777215.0);
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src = src - 0x800000 + 0x8000;
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r = (src >> 8) & 0xFF;
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 8) & 0xFF;
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break;
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default:
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_assert_msg_(SYSTEM, false, "Unsupported framebuffer format for screenshot: %d", fmt);
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@ -223,24 +236,27 @@ static bool ConvertPixelTo888RGB(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b,
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return true;
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}
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const u8 *ConvertBufferTo888RGB(const GPUDebugBuffer &buf, u8 *&temp, u32 &w, u32 &h) {
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const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h) {
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int pixelSize = alpha ? 4 : 3;
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GPUDebugBufferFormat nativeFmt = alpha ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_888_RGB;
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w = std::min(w, buf.GetStride());
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h = std::min(h, buf.GetHeight());
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// The temp buffer will be freed by the caller if set, and can be the return value.
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if (buf.GetFlipped() || buf.GetFormat() != GPU_DBG_FORMAT_888_RGB) {
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temp = new u8[3 * w * h];
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if (buf.GetFlipped() || buf.GetFormat() != nativeFmt) {
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temp = new u8[pixelSize * w * h];
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} else {
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temp = nullptr;
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}
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const u8 *buffer = buf.GetData();
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if (buf.GetFlipped() && buf.GetFormat() == GPU_DBG_FORMAT_888_RGB) {
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if (buf.GetFlipped() && buf.GetFormat() == nativeFmt) {
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// Silly OpenGL reads upside down, we flip to another buffer for simplicity.
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for (u32 y = 0; y < h; y++) {
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memcpy(temp + y * w * 3, buffer + (buf.GetHeight() - y - 1) * buf.GetStride() * 3, w * 3);
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memcpy(temp + y * w * pixelSize, buffer + (buf.GetHeight() - y - 1) * buf.GetStride() * pixelSize, w * pixelSize);
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}
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} else if (buf.GetFormat() < GPU_DBG_FORMAT_FLOAT) {
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} else if (buf.GetFormat() < GPU_DBG_FORMAT_FLOAT && buf.GetFormat() != nativeFmt) {
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// Let's boil it down to how we need to interpret the bits.
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int baseFmt = buf.GetFormat() & ~(GPU_DBG_FORMAT_REVERSE_FLAG | GPU_DBG_FORMAT_BRSWAP_FLAG);
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bool rev = (buf.GetFormat() & GPU_DBG_FORMAT_REVERSE_FLAG) != 0;
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@ -252,21 +268,22 @@ const u8 *ConvertBufferTo888RGB(const GPUDebugBuffer &buf, u8 *&temp, u32 &w, u3
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for (u32 x = 0; x < w; x++) {
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u8 *dst;
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if (flip) {
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dst = &temp[(h - y - 1) * w * 3 + x * 3];
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dst = &temp[(h - y - 1) * w * pixelSize + x * pixelSize];
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} else {
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dst = &temp[y * w * 3 + x * 3];
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dst = &temp[y * w * pixelSize + x * pixelSize];
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}
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u8 &r = brswap ? dst[2] : dst[0];
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u8 &g = dst[1];
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u8 &b = brswap ? dst[0] : dst[2];
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u8 &a = alpha ? dst[3] : r;
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if (!ConvertPixelTo888RGB(GPUDebugBufferFormat(baseFmt), r, g, b, buffer, y * buf.GetStride() + x, rev)) {
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if (!ConvertPixelTo8888RGBA(GPUDebugBufferFormat(baseFmt), r, g, b, a, buffer, y * buf.GetStride() + x, rev)) {
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return nullptr;
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}
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}
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}
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} else if (buf.GetFormat() != GPU_DBG_FORMAT_888_RGB) {
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} else if (buf.GetFormat() != nativeFmt) {
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bool flip = buf.GetFlipped();
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// This is pretty inefficient.
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@ -274,12 +291,13 @@ const u8 *ConvertBufferTo888RGB(const GPUDebugBuffer &buf, u8 *&temp, u32 &w, u3
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for (u32 x = 0; x < w; x++) {
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u8 *dst;
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if (flip) {
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dst = &temp[(h - y - 1) * w * 3 + x * 3];
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dst = &temp[(h - y - 1) * w * pixelSize + x * pixelSize];
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} else {
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dst = &temp[y * w * 3 + x * 3];
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dst = &temp[y * w * pixelSize + x * pixelSize];
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}
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if (!ConvertPixelTo888RGB(buf.GetFormat(), dst[0], dst[1], dst[2], buffer, y * buf.GetStride() + x, false)) {
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u8 &a = alpha ? dst[3] : dst[0];
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if (!ConvertPixelTo8888RGBA(buf.GetFormat(), dst[0], dst[1], dst[2], a, buffer, y * buf.GetStride() + x, false)) {
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return nullptr;
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}
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}
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@ -316,7 +334,7 @@ bool TakeGameScreenshot(const char *filename, ScreenshotFormat fmt, ScreenshotTy
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u8 *flipbuffer = nullptr;
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if (success) {
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const u8 *buffer = ConvertBufferTo888RGB(buf, flipbuffer, w, h);
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const u8 *buffer = ConvertBufferToScreenshot(buf, false, flipbuffer, w, h);
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success = buffer != nullptr;
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if (success) {
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if (width)
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@ -364,3 +382,25 @@ bool Save888RGBScreenshot(const char *filename, ScreenshotFormat fmt, const u8 *
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}
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#endif
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}
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bool Save8888RGBAScreenshot(const char *filename, const u8 *buffer, int w, int h) {
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#ifdef USING_QT_UI
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QImage image(buffer, w, h, QImage::Format_RGBA8888);
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return image.save(filename, "PNG");
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#else
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png_image png;
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memset(&png, 0, sizeof(png));
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png.version = PNG_IMAGE_VERSION;
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png.format = PNG_FORMAT_RGBA;
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png.width = w;
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png.height = h;
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bool success = WriteScreenshotToPNG(&png, filename, 0, buffer, w * 4, nullptr);
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png_image_free(&png);
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if (png.warning_or_error >= 2) {
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ERROR_LOG(SYSTEM, "Saving screenshot to PNG produced errors.");
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success = false;
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}
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return success;
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#endif
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}
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@ -33,8 +33,9 @@ enum ScreenshotType {
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SCREENSHOT_RENDER,
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};
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const u8 *ConvertBufferTo888RGB(const GPUDebugBuffer &buf, u8 *&temp, u32 &w, u32 &h);
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const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h);
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// Can only be used while in game.
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bool TakeGameScreenshot(const char *filename, ScreenshotFormat fmt, ScreenshotType type, int *width = nullptr, int *height = nullptr, int maxRes = -1);
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bool Save888RGBScreenshot(const char *filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h);
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bool Save8888RGBAScreenshot(const char *filename, const u8 *bufferRGBA8888, int w, int h);
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@ -229,13 +229,18 @@ void CGEDebugger::PreviewExport(const GPUDebugBuffer *dbgBuffer) {
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std::string fn;
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if (W32Util::BrowseForFileName(false, GetDlgHandle(), L"Save Preview Image...", nullptr, filter, L"png", fn)) {
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ScreenshotFormat fmt = fn.find(".jpg") != fn.npos ? ScreenshotFormat::JPG : ScreenshotFormat::PNG;
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bool saveAlpha = fmt == ScreenshotFormat::PNG;
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u8 *flipbuffer = nullptr;
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u32 w = (u32)-1;
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u32 h = (u32)-1;
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const u8 *buffer = ConvertBufferTo888RGB(*dbgBuffer, flipbuffer, w, h);
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const u8 *buffer = ConvertBufferToScreenshot(*dbgBuffer, saveAlpha, flipbuffer, w, h);
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if (buffer != nullptr) {
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Save888RGBScreenshot(fn.c_str(), fmt, buffer, w, h);
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if (saveAlpha) {
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Save8888RGBAScreenshot(fn.c_str(), buffer, w, h);
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} else {
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Save888RGBScreenshot(fn.c_str(), fmt, buffer, w, h);
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}
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}
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delete [] flipbuffer;
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}
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