mirror of
https://github.com/dolphin-emu/dolphin.git
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362 lines
10 KiB
C++
362 lines
10 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/FrameDumper.h"
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Common/Image.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/Config/MainSettings.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VideoConfig.h"
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static bool DumpFrameToPNG(const FrameData& frame, const std::string& file_name)
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{
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return Common::ConvertRGBAToRGBAndSavePNG(file_name, frame.data, frame.width, frame.height,
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frame.stride,
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Config::Get(Config::GFX_PNG_COMPRESSION_LEVEL));
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}
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FrameDumper::FrameDumper()
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{
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m_frame_end_handle = AfterFrameEvent::Register([this] { FlushFrameDump(); }, "FrameDumper");
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}
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FrameDumper::~FrameDumper()
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{
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ShutdownFrameDumping();
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}
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void FrameDumper::DumpCurrentFrame(const AbstractTexture* src_texture,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& target_rect, u64 ticks,
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int frame_number)
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{
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int source_width = src_rect.GetWidth();
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int source_height = src_rect.GetHeight();
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int target_width = target_rect.GetWidth();
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int target_height = target_rect.GetHeight();
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// We only need to render a copy if we need to stretch/scale the XFB copy.
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MathUtil::Rectangle<int> copy_rect = src_rect;
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if (source_width != target_width || source_height != target_height)
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{
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if (!CheckFrameDumpRenderTexture(target_width, target_height))
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return;
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g_gfx->ScaleTexture(m_frame_dump_render_framebuffer.get(),
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m_frame_dump_render_framebuffer->GetRect(), src_texture, src_rect);
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src_texture = m_frame_dump_render_texture.get();
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copy_rect = src_texture->GetRect();
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}
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if (!CheckFrameDumpReadbackTexture(target_width, target_height))
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return;
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m_frame_dump_readback_texture->CopyFromTexture(src_texture, copy_rect, 0, 0,
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m_frame_dump_readback_texture->GetRect());
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m_last_frame_state = m_ffmpeg_dump.FetchState(ticks, frame_number);
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m_frame_dump_needs_flush = true;
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}
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bool FrameDumper::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height)
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{
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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 && m_frame_dump_render_texture->GetWidth() == target_width &&
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m_frame_dump_render_texture->GetHeight() == target_height)
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{
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return true;
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}
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// Recreate texture, but release before creating so we don't temporarily use twice the RAM.
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m_frame_dump_render_framebuffer.reset();
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m_frame_dump_render_texture.reset();
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m_frame_dump_render_texture = g_gfx->CreateTexture(
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TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8,
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AbstractTextureFlag_RenderTarget),
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"Frame dump render texture");
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if (!m_frame_dump_render_texture)
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{
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PanicAlertFmt("Failed to allocate frame dump render texture");
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return false;
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}
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m_frame_dump_render_framebuffer =
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g_gfx->CreateFramebuffer(m_frame_dump_render_texture.get(), nullptr);
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ASSERT(m_frame_dump_render_framebuffer);
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return true;
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}
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bool FrameDumper::CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height)
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{
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std::unique_ptr<AbstractStagingTexture>& rbtex = m_frame_dump_readback_texture;
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if (rbtex && rbtex->GetWidth() == target_width && rbtex->GetHeight() == target_height)
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return true;
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rbtex.reset();
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rbtex = g_gfx->CreateStagingTexture(
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StagingTextureType::Readback,
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TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, 0));
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if (!rbtex)
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return false;
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return true;
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}
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void FrameDumper::FlushFrameDump()
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{
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if (!m_frame_dump_needs_flush)
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return;
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// Ensure dumping thread is done with output texture before swapping.
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FinishFrameData();
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std::swap(m_frame_dump_output_texture, m_frame_dump_readback_texture);
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// Queue encoding of the last frame dumped.
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auto& output = m_frame_dump_output_texture;
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output->Flush();
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if (output->Map())
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{
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DumpFrameData(reinterpret_cast<u8*>(output->GetMappedPointer()), output->GetConfig().width,
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output->GetConfig().height, static_cast<int>(output->GetMappedStride()));
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}
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else
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{
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ERROR_LOG_FMT(VIDEO, "Failed to map texture for dumping.");
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}
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m_frame_dump_needs_flush = 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 FrameDumper::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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m_frame_dump_render_framebuffer.reset();
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m_frame_dump_render_texture.reset();
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m_frame_dump_readback_texture.reset();
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m_frame_dump_output_texture.reset();
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}
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void FrameDumper::DumpFrameData(const u8* data, int w, int h, int stride)
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{
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m_frame_dump_data = FrameData{data, w, h, stride, m_last_frame_state};
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if (!m_frame_dump_thread_running.IsSet())
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{
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if (m_frame_dump_thread.joinable())
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m_frame_dump_thread.join();
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m_frame_dump_thread_running.Set();
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m_frame_dump_thread = std::thread(&FrameDumper::FrameDumpThreadFunc, 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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void FrameDumper::FinishFrameData()
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{
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if (!m_frame_dump_frame_running)
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return;
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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_output_texture->Unmap();
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}
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void FrameDumper::FrameDumpThreadFunc()
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{
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Common::SetCurrentThreadName("FrameDumping");
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bool dump_to_ffmpeg = !g_ActiveConfig.bDumpFramesAsImages;
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bool frame_dump_started = false;
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// If Dolphin was compiled without ffmpeg, we only support dumping to images.
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#if !defined(HAVE_FFMPEG)
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if (dump_to_ffmpeg)
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{
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WARN_LOG_FMT(VIDEO, "FrameDump: Dolphin was not compiled with FFmpeg, using fallback option. "
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"Frames will be saved as PNG images instead.");
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dump_to_ffmpeg = false;
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}
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#endif
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while (true)
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{
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m_frame_dump_start.Wait();
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if (!m_frame_dump_thread_running.IsSet())
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break;
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auto frame = m_frame_dump_data;
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// Save screenshot
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if (m_screenshot_request.TestAndClear())
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{
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std::lock_guard<std::mutex> lk(m_screenshot_lock);
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if (DumpFrameToPNG(frame, m_screenshot_name))
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OSD::AddMessage("Screenshot saved to " + m_screenshot_name);
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// Reset settings
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m_screenshot_name.clear();
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m_screenshot_completed.Set();
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}
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if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES))
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{
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if (!frame_dump_started)
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{
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if (dump_to_ffmpeg)
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frame_dump_started = StartFrameDumpToFFMPEG(frame);
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else
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frame_dump_started = StartFrameDumpToImage(frame);
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// Stop frame dumping if we fail to start.
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if (!frame_dump_started)
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Config::SetCurrent(Config::MAIN_MOVIE_DUMP_FRAMES, false);
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}
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// If we failed to start frame dumping, don't write a frame.
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if (frame_dump_started)
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{
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if (dump_to_ffmpeg)
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DumpFrameToFFMPEG(frame);
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else
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DumpFrameToImage(frame);
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}
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}
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m_frame_dump_done.Set();
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}
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if (frame_dump_started)
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{
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// No additional cleanup is needed when dumping to images.
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if (dump_to_ffmpeg)
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StopFrameDumpToFFMPEG();
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}
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}
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#if defined(HAVE_FFMPEG)
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bool FrameDumper::StartFrameDumpToFFMPEG(const FrameData& frame)
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{
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// If dumping started at boot, the start time must be set to the boot time to maintain audio sync.
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// TODO: Perhaps we should care about this when starting dumping in the middle of emulation too,
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// but it's less important there since the first frame to dump usually gets delivered quickly.
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const u64 start_ticks = frame.state.frame_number == 0 ? 0 : frame.state.ticks;
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return m_ffmpeg_dump.Start(frame.width, frame.height, start_ticks);
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}
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void FrameDumper::DumpFrameToFFMPEG(const FrameData& frame)
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{
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m_ffmpeg_dump.AddFrame(frame);
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}
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void FrameDumper::StopFrameDumpToFFMPEG()
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{
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m_ffmpeg_dump.Stop();
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}
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#else
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bool FrameDumper::StartFrameDumpToFFMPEG(const FrameData&)
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{
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return false;
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}
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void FrameDumper::DumpFrameToFFMPEG(const FrameData&)
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{
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}
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void FrameDumper::StopFrameDumpToFFMPEG()
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{
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}
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#endif // defined(HAVE_FFMPEG)
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std::string FrameDumper::GetFrameDumpNextImageFileName() const
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{
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return fmt::format("{}framedump_{}.png", File::GetUserPath(D_DUMPFRAMES_IDX),
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m_frame_dump_image_counter);
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}
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bool FrameDumper::StartFrameDumpToImage(const FrameData&)
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{
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m_frame_dump_image_counter = 1;
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if (!Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES_SILENT))
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{
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// Only check for the presence of the first image to confirm overwriting.
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// A previous run will always have at least one image, and it's safe to assume that if the user
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// has allowed the first image to be overwritten, this will apply any remaining images as well.
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std::string filename = GetFrameDumpNextImageFileName();
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if (File::Exists(filename))
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{
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if (!AskYesNoFmtT("Frame dump image(s) '{0}' already exists. Overwrite?", filename))
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return false;
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}
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}
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return true;
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}
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void FrameDumper::DumpFrameToImage(const FrameData& frame)
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{
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DumpFrameToPNG(frame, GetFrameDumpNextImageFileName());
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m_frame_dump_image_counter++;
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}
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void FrameDumper::SaveScreenshot(std::string filename)
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{
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std::lock_guard<std::mutex> lk(m_screenshot_lock);
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m_screenshot_name = std::move(filename);
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m_screenshot_request.Set();
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}
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bool FrameDumper::IsFrameDumping() const
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{
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if (m_screenshot_request.IsSet())
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return true;
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if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES))
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return true;
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return false;
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}
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void FrameDumper::DoState(PointerWrap& p)
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{
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#ifdef HAVE_FFMPEG
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m_ffmpeg_dump.DoState(p);
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#endif
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}
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std::unique_ptr<FrameDumper> g_frame_dumper;
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