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Merge pull request #6193 from stenzek/readbacks
Abstract Staging Textures - VideoCommon interface for texture readbacks/uploads
This commit is contained in:
@ -43,6 +43,7 @@
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#include "Core/Movie.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/CPMemory.h"
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@ -100,15 +101,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
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Renderer::~Renderer() = default;
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void Renderer::ExitFramedumping()
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{
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ShutdownFrameDumping();
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if (m_frame_dump_thread.joinable())
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m_frame_dump_thread.join();
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m_dump_texture.reset();
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}
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void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
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float Gamma)
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{
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@ -635,14 +627,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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m_aspect_wide = flush_count_anamorphic > 0.75 * flush_total;
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}
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if (IsFrameDumping() && m_last_xfb_texture)
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{
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FinishFrameData();
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}
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else
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{
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ShutdownFrameDumping();
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}
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// Ensure the last frame was written to the dump.
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// This is required even if frame dumping has stopped, since the frame dump is one frame
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// behind the renderer.
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FlushFrameDump();
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bool update_frame_count = false;
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if (xfbAddr && fbWidth && fbStride && fbHeight)
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@ -668,10 +656,9 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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m_fps_counter.Update();
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update_frame_count = true;
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if (IsFrameDumping())
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{
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DoDumpFrame();
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}
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DumpCurrentFrame();
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}
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// Update our last xfb values
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@ -701,20 +688,16 @@ bool Renderer::IsFrameDumping()
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return false;
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}
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void Renderer::DoDumpFrame()
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void Renderer::DumpCurrentFrame()
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{
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UpdateFrameDumpTexture();
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// Scale/render to frame dump texture.
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RenderFrameDump();
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auto result = m_dump_texture->Map();
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if (result.has_value())
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{
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auto raw_data = result.value();
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DumpFrameData(raw_data.data, raw_data.width, raw_data.height, raw_data.stride,
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AVIDump::FetchState(m_last_xfb_ticks));
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}
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// Queue a readback for the next frame.
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QueueFrameDumpReadback();
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}
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void Renderer::UpdateFrameDumpTexture()
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void Renderer::RenderFrameDump()
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{
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int target_width, target_height;
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if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
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@ -729,33 +712,99 @@ void Renderer::UpdateFrameDumpTexture()
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m_last_xfb_texture->GetConfig().width, m_last_xfb_texture->GetConfig().height);
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}
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if (m_dump_texture == nullptr ||
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m_dump_texture->GetConfig().width != static_cast<u32>(target_width) ||
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m_dump_texture->GetConfig().height != static_cast<u32>(target_height))
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// Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used).
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// Or, resize texture if it isn't large enough to accommodate the current frame.
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if (!m_frame_dump_render_texture ||
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m_frame_dump_render_texture->GetConfig().width != static_cast<u32>(target_width) ||
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m_frame_dump_render_texture->GetConfig().height == static_cast<u32>(target_height))
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{
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TextureConfig config;
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config.width = target_width;
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config.height = target_height;
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config.rendertarget = true;
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m_dump_texture = g_texture_cache->CreateTexture(config);
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// Recreate texture objects. Release before creating so we don't temporarily use twice the RAM.
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TextureConfig config(target_width, target_height, 1, 1, AbstractTextureFormat::RGBA8, true);
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m_frame_dump_render_texture.reset();
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m_frame_dump_render_texture = CreateTexture(config);
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_assert_(m_frame_dump_render_texture);
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}
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m_dump_texture->CopyRectangleFromTexture(m_last_xfb_texture, m_last_xfb_region,
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EFBRectangle{0, 0, target_width, target_height});
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// Scaling is likely to occur here, but if possible, do a bit-for-bit copy.
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if (m_last_xfb_region.GetWidth() != target_width ||
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m_last_xfb_region.GetHeight() != target_height)
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{
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m_frame_dump_render_texture->ScaleRectangleFromTexture(
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m_last_xfb_texture, m_last_xfb_region, EFBRectangle{0, 0, target_width, target_height});
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}
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else
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{
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m_frame_dump_render_texture->CopyRectangleFromTexture(
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m_last_xfb_texture, m_last_xfb_region, 0, 0,
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EFBRectangle{0, 0, target_width, target_height}, 0, 0);
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}
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}
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void Renderer::QueueFrameDumpReadback()
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{
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// Index 0 was just sent to AVI dump. Swap with the second texture.
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if (m_frame_dump_readback_textures[0])
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std::swap(m_frame_dump_readback_textures[0], m_frame_dump_readback_textures[1]);
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std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_textures[0];
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if (!rbtex || rbtex->GetConfig() != m_frame_dump_render_texture->GetConfig())
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{
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rbtex = CreateStagingTexture(StagingTextureType::Readback,
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m_frame_dump_render_texture->GetConfig());
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}
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m_last_frame_state = AVIDump::FetchState(m_last_xfb_ticks);
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m_last_frame_exported = true;
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rbtex->CopyFromTexture(m_frame_dump_render_texture.get(), 0, 0);
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}
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void Renderer::FlushFrameDump()
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{
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if (!m_last_frame_exported)
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return;
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// Ensure the previously-queued frame was encoded.
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FinishFrameData();
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// Queue encoding of the last frame dumped.
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std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_textures[0];
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rbtex->Flush();
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if (rbtex->Map())
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{
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DumpFrameData(reinterpret_cast<u8*>(rbtex->GetMappedPointer()), rbtex->GetConfig().width,
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rbtex->GetConfig().height, static_cast<int>(rbtex->GetMappedStride()),
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m_last_frame_state);
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rbtex->Unmap();
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}
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m_last_frame_exported = false;
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// Shutdown frame dumping if it is no longer active.
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if (!IsFrameDumping())
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ShutdownFrameDumping();
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}
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void Renderer::ShutdownFrameDumping()
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{
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// Ensure the last queued readback has been sent to the encoder.
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FlushFrameDump();
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if (!m_frame_dump_thread_running.IsSet())
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return;
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// Ensure previous frame has been encoded.
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FinishFrameData();
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// Wake thread up, and wait for it to exit.
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m_frame_dump_thread_running.Clear();
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m_frame_dump_start.Set();
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if (m_frame_dump_thread.joinable())
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m_frame_dump_thread.join();
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}
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void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state)
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{
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m_frame_dump_config = FrameDumpConfig{m_last_xfb_texture, data, w, h, stride, state};
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m_frame_dump_config = FrameDumpConfig{data, w, h, stride, state};
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if (!m_frame_dump_thread_running.IsSet())
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{
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@ -765,6 +814,7 @@ void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, const AVI
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m_frame_dump_thread = std::thread(&Renderer::RunFrameDumps, this);
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}
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// Wake worker thread up.
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m_frame_dump_start.Set();
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m_frame_dump_frame_running = true;
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}
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@ -776,7 +826,6 @@ void Renderer::FinishFrameData()
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m_frame_dump_done.Wait();
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m_frame_dump_frame_running = false;
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m_frame_dump_config.texture->Unmap();
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}
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void Renderer::RunFrameDumps()
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