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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
OGL: Fix headless frame dumping
Also skips swapping the window system buffers in headless mode, as there may not be a surface which can be swapped in the first place. Instead, we call glFlush() at the end of a frame in this case.
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@ -1349,25 +1349,35 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// Flip top and bottom for some reason; TODO: Fix the code to suck less?
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std::swap(flipped_trc.top, flipped_trc.bottom);
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// Copy the framebuffer to screen.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Finish up the current frame, print some stats
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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DrawDebugText();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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OSD::DrawMessages();
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// Copy the rendered frame to the real window.
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GLInterface->Swap();
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// Skip screen rendering when running in headless mode.
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if (!IsHeadless())
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{
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// Copy the framebuffer to screen.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Finish up the current frame, print some stats
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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DrawDebugText();
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OSD::DrawMessages();
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// Copy the rendered frame to the real window.
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GLInterface->Swap();
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}
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else
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{
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// Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
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// Otherwise the driver could batch several frames togehter.
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glFlush();
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}
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#ifdef ANDROID
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// Handle surface changes on Android.
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@ -1375,6 +1385,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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{
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GLInterface->UpdateHandle(m_new_surface_handle);
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GLInterface->UpdateSurface();
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m_surface_handle = m_new_surface_handle;
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m_new_surface_handle = nullptr;
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m_surface_needs_change.Clear();
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m_surface_changed.Set();
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@ -1431,8 +1442,11 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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}
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// Clear framebuffer
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (!IsHeadless())
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{
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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if (s_vsync != g_ActiveConfig.IsVSync())
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{
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