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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
OpenGL: Fixed the screenshot function now that I found all the buffers
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3366 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -586,64 +586,6 @@ void Renderer::SetFramebuffer(GLuint fb)
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
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}
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GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
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{
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if (s_MSAASamples > 1)
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{
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// Flip the rectangle
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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// Return the resolved target.
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return s_ResolvedRenderTarget;
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}
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else
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{
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return s_RenderTarget;
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}
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}
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GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
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{
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// This logic should be moved elsewhere.
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if (s_MSAASamples > 1)
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{
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// Flip the rectangle
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TRectangle flipped_rect;
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//source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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// donkopunchstania - some bug causes the offsets to be ignored. driver bug?
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flipped_rect.top = 0;
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flipped_rect.bottom = GetTargetHeight();
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flipped_rect.left = 0;
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flipped_rect.right = GetTargetWidth();
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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// Return the resolved target.
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return s_ResolvedDepthTarget;
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}
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else
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{
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return s_DepthTarget;
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}
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}
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void Renderer::ResetGLState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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@ -725,6 +667,69 @@ void Renderer::SetBlendMode(bool forceUpdate)
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s_blendMode = newval;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Apply AA if enabled
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
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{
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if (s_MSAASamples > 1)
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{
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// Flip the rectangle
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TRectangle flipped_rect;
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source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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// Return the resolved target.
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return s_ResolvedRenderTarget;
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}
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else
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{
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return s_RenderTarget;
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}
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}
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GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
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{
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// This logic should be moved elsewhere.
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if (s_MSAASamples > 1)
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{
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// Flip the rectangle
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TRectangle flipped_rect;
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//source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
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// donkopunchstania - some bug causes the offsets to be ignored. driver bug?
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flipped_rect.top = 0;
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flipped_rect.bottom = GetTargetHeight();
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flipped_rect.left = 0;
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flipped_rect.right = GetTargetWidth();
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flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
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// Do the resolve.
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
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GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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// Return the resolved target.
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return s_ResolvedDepthTarget;
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}
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else
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{
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return s_DepthTarget;
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Function: This function handles the OpenGL glScissor() function
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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@ -880,22 +885,6 @@ void Renderer::Swap(const TRectangle& rc)
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v_max = (float)GetTargetHeight();
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}
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// ---------------------------------------------------------------------
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// Save screenshot if AA and wireframe is off.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (s_bScreenshot && s_MSAASamples == 1 && !g_Config.bWireFrame)
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{
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s_criticalScreenshot.Enter();
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// Save screenshot
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SaveRenderTarget(s_sScreenshotName.c_str(), rc.right, rc.bottom, (int)(v_min));
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// Reset settings
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s_sScreenshotName = "";
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s_bScreenshot = false;
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s_criticalScreenshot.Leave();
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}
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// ---------------------------------------------------------------------
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// ---------------------------------------------------------------------
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// Apply AA
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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@ -914,11 +903,11 @@ void Renderer::Swap(const TRectangle& rc)
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{
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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}
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// Draw to the window buffer with bilinear filtering
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0, v_min, u_max, v_max,
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back_rc.left, back_rc.top, back_rc.right, back_rc.bottom,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer, we'll draw debug text on top
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back_rc.left, back_rc.top, back_rc.right, back_rc.bottom,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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else
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{
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@ -976,18 +965,26 @@ void Renderer::Swap(const TRectangle& rc)
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// ---------------------------------------------------------------------
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// ---------------------------------------------------------------------
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// Save screenshot if AA or wireframe is on.
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// Save screenshot
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (s_bScreenshot && (s_MSAASamples > 1 || g_Config.bWireFrame))
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if (s_bScreenshot)
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{
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s_criticalScreenshot.Enter();
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// Select source
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if (s_MSAASamples > 1)
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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else
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
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s_criticalScreenshot.Enter();
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// Save screenshot
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SaveRenderTarget(s_sScreenshotName.c_str(), OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight(), 0);
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SaveRenderTarget(s_sScreenshotName.c_str(), rc.right, rc.bottom, (int)(v_min));
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// Reset settings
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s_sScreenshotName = "";
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s_bScreenshot = false;
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s_criticalScreenshot.Leave();
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// Switch to the window backbuffer, we'll draw debug text on top
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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// ---------------------------------------------------------------------
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@ -1318,10 +1315,13 @@ void Renderer::SetScreenshot(const char *filename)
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bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
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{
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// The height seemed to be one less than the setting sometimes (and sometimes not),
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// perhaps a rounding error
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if (H & 1)
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H++;
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// The height seemed to often be one less than the setting (but sometimes not),
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// perhaps the source is the (bpmem.copyTexSrcWH.y + 1) in BPStructs.cpp that I'm guessing
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// is there because of how some GL function works. But the buffer we are reading from here
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// seems to have the necessary pixels for a complete height so we use the complete height
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// from the settings.
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if (!g_Config.bNativeResolution)
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sscanf(g_Config.iInternalRes, "%dx%d", &W, &H);
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u8 *data = (u8 *)malloc(3 * W * H);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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@ -1341,43 +1341,37 @@ bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
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// Create wxImage
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wxImage a(W, H, data);
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int nW, nH;
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// Resize the output to correctly use the Aspect ratio setting
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// This way, games are saved using the correct A/R scaling
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if ((g_Config.bKeepAR169 || g_Config.bKeepAR43) && s_MSAASamples == 1 && !g_Config.bWireFrame)
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{
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float Ratio = (float)W / (float)H;
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// Check if the height or width should be changed
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if (Ratio != 4.0f/3.0f && g_Config.bKeepAR43)
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// ---------------------------------------------------------------------
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// To get past the problem of non-4:3 and non-16:9 native resolution pictures (for example
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// in RE1 some pictures have non-4:3 resolutions like 640 x 448 and 512 x 448 and such that
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// are meant to be rescaled to 4:3, and most Wii games use 640 x 480 even for the 16:9 mode)
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// we let the user use the keep aspect ratio functions to control the resulting aspect ratio.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// We don't adjust non-native resolutions to avoid blurring the picture.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float Ratio = (float)W / (float)(H), TargetRatio, TargetRatio1;
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if (g_Config.bNativeResolution && (g_Config.bKeepAR169 || g_Config.bKeepAR43)
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&& Ratio != 4.0/3.0 && Ratio != 16.0/9.0)
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{
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if (g_Config.bKeepAR43)
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TargetRatio = 4.0/3.0;
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else
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TargetRatio = 16.0/9.0;
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// Check if the height or width should be changed (we only increase the picture size, not
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// the other way around)
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if (Ratio < TargetRatio)
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{
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// Change the A/R to 4/3
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float fW = (float)W * 4.0/3.0;
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nW = (int)floor(fW);
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float fH = fW * 3.0/4.0;
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nH = (int)floor(fH);
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// Then rescale the width
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W = nW * H / nH;
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H = nH * H / nH;
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float fW = (float)H * TargetRatio;
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W = (int)fW;
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}
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if (Ratio != 16.0/9.0 && g_Config.bKeepAR169)
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else
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{
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// Change the A/R to 16/9
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float fW = (float)W * 16.0/9.0;
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nW = (int)floor(fW);
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float fH = fW * 9.0/16.0;
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nH = (int)floor(fH);
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// Then rescale the height
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W = nW * W / nW;
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H = nH * W / nW;
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float fH = (float)W * (1 / TargetRatio);
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H = (int)fH;
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}
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a.Rescale(W, H, wxIMAGE_QUALITY_HIGH);
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}
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// ---------------------------------------------------------------------
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a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_BMP);
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bool result = true;
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