Remove old XFB logic

This commit is contained in:
iwubcode
2017-08-06 23:05:42 -05:00
parent 081b92b8a7
commit 33bc286baa
25 changed files with 4 additions and 1727 deletions

View File

@ -790,12 +790,7 @@ Renderer::Renderer()
ClearEFBCache();
}
Renderer::~Renderer()
{
FlushFrameDump();
//FinishFrameData();
DestroyFrameDumpResources();
}
Renderer::~Renderer() = default;
void Renderer::Shutdown()
{
@ -1360,27 +1355,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
glBindFramebuffer(GL_FRAMEBUFFER, 0);
BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// The FlushFrameDump call here is necessary even after frame dumping is stopped.
// If left out, screenshots are "one frame" behind, as an extra frame is dumped and buffered.
/*FlushFrameDump();
if (IsFrameDumping())
{
// Currently, we only use the off-screen buffer as a frame dump source if full-resolution
// frame dumping is enabled, saving the need for an extra copy. In the future, this could
// be extended to be used for surfaceless contexts as well.
bool use_offscreen_buffer = g_ActiveConfig.bInternalResolutionFrameDumps;
if (use_offscreen_buffer)
{
// DumpFrameUsingFBO resets GL_FRAMEBUFFER, so change back to the window for drawing OSD.
DumpFrameUsingFBO(sourceRc, ticks);
}
else
{
// GL_READ_FRAMEBUFFER is set by GL_FRAMEBUFFER in DrawFrame -> Draw{EFB,VirtualXFB,RealXFB}.
DumpFrame(flipped_trc, ticks);
}
}*/
// Finish up the current frame, print some stats
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
@ -1509,134 +1483,6 @@ void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
BlitScreen(source_rc, target_rc, tex, m_target_width, m_target_height);
}
void Renderer::FlushFrameDump()
{
/*if (!m_last_frame_exported)
return;
FinishFrameData();
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_frame_dumping_pbo[0]);
m_frame_pbo_is_mapped[0] = true;
void* data = glMapBufferRange(
GL_PIXEL_PACK_BUFFER, 0, m_last_frame_width[0] * m_last_frame_height[0] * 4, GL_MAP_READ_BIT);
DumpFrameData(reinterpret_cast<u8*>(data), m_last_frame_width[0], m_last_frame_height[0],
m_last_frame_width[0] * 4, m_last_frame_state, true);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
m_last_frame_exported = false;*/
}
void Renderer::DumpFrame(const TargetRectangle& flipped_trc, u64 ticks)
{
if (!m_frame_dumping_pbo[0])
{
glGenBuffers(2, m_frame_dumping_pbo.data());
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_frame_dumping_pbo[0]);
}
else
{
FlushFrameDump();
std::swap(m_frame_dumping_pbo[0], m_frame_dumping_pbo[1]);
std::swap(m_frame_pbo_is_mapped[0], m_frame_pbo_is_mapped[1]);
std::swap(m_last_frame_width[0], m_last_frame_width[1]);
std::swap(m_last_frame_height[0], m_last_frame_height[1]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_frame_dumping_pbo[0]);
if (m_frame_pbo_is_mapped[0])
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
m_frame_pbo_is_mapped[0] = false;
}
if (flipped_trc.GetWidth() != m_last_frame_width[0] ||
flipped_trc.GetHeight() != m_last_frame_height[0])
{
m_last_frame_width[0] = flipped_trc.GetWidth();
m_last_frame_height[0] = flipped_trc.GetHeight();
glBufferData(GL_PIXEL_PACK_BUFFER, m_last_frame_width[0] * m_last_frame_height[0] * 4, nullptr,
GL_STREAM_READ);
}
m_last_frame_state = AVIDump::FetchState(ticks);
m_last_frame_exported = true;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(flipped_trc.left, flipped_trc.bottom, m_last_frame_width[0], m_last_frame_height[0],
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void Renderer::DumpFrameUsingFBO(const TargetRectangle& source_rc, u64 ticks)
{
// This needs to be converted to the GL bottom-up window coordinate system.
TargetRectangle render_rc = CalculateFrameDumpDrawRectangle();
std::swap(render_rc.top, render_rc.bottom);
// Ensure the render texture meets the size requirements of the draw area.
u32 render_width = static_cast<u32>(render_rc.GetWidth());
u32 render_height = static_cast<u32>(render_rc.GetHeight());
PrepareFrameDumpRenderTexture(render_width, render_height);
// Ensure the alpha channel of the render texture is blank. The frame dump backend expects
// that the alpha is set to 1.0 for all pixels.
glBindFramebuffer(GL_FRAMEBUFFER, m_frame_dump_render_framebuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Render the frame into the frame dump render texture. Disable alpha writes in case the
// post-processing shader writes a non-1.0 value.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
DrawEFB(m_frame_dump_render_framebuffer, render_rc, source_rc);
// Copy frame to output buffer. This assumes that GL_FRAMEBUFFER has been set.
DumpFrame(render_rc, ticks);
// Restore state after drawing. This isn't the game state, it's the state set by ResetAPIState.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::PrepareFrameDumpRenderTexture(u32 width, u32 height)
{
// Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used).
// Or, resize texture if it isn't large enough to accommodate the current frame.
if (m_frame_dump_render_texture != 0 && m_frame_dump_render_framebuffer != 0 &&
m_frame_dump_render_texture_width >= width && m_frame_dump_render_texture_height >= height)
{
return;
}
// Recreate texture objects.
if (m_frame_dump_render_texture != 0)
glDeleteTextures(1, &m_frame_dump_render_texture);
if (m_frame_dump_render_framebuffer != 0)
glDeleteFramebuffers(1, &m_frame_dump_render_framebuffer);
glGenTextures(1, &m_frame_dump_render_texture);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, m_frame_dump_render_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenFramebuffers(1, &m_frame_dump_render_framebuffer);
FramebufferManager::SetFramebuffer(m_frame_dump_render_framebuffer);
FramebufferManager::FramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_frame_dump_render_texture, 0);
m_frame_dump_render_texture_width = width;
m_frame_dump_render_texture_height = height;
OGLTexture::SetStage();
}
void Renderer::DestroyFrameDumpResources()
{
if (m_frame_dump_render_framebuffer)
glDeleteFramebuffers(1, &m_frame_dump_render_framebuffer);
if (m_frame_dump_render_texture)
glDeleteTextures(1, &m_frame_dump_render_texture);
if (m_frame_dumping_pbo[0])
glDeleteBuffers(2, m_frame_dumping_pbo.data());
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{