implement display capture for compute renderer

it's actually just all stolen from the regular OpenGL renderer
This commit is contained in:
RSDuck
2023-04-13 23:14:20 +02:00
parent 91bea108ea
commit 5984c78588
6 changed files with 42 additions and 3 deletions

View File

@ -154,12 +154,15 @@ bool ComputeRenderer::Init()
}
}
glGenBuffers(1, &PixelBuffer);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
return true;
}
void ComputeRenderer::DeInit()
{
}
void ComputeRenderer::Reset()
@ -1395,7 +1398,26 @@ void ComputeRenderer::RestartFrame()
u32* ComputeRenderer::GetLine(int line)
{
return DummyLine;
int stride = 256;
if (line == 0)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&FramebufferCPU[0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&FramebufferCPU[stride * line];
for (int i = 0; i < stride; i+=2)
{
u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
u64 a = *ptr & 0xF8000000F8000000;
*ptr++ = (rgb >> 2) | (a >> 3);
}
return &FramebufferCPU[stride * line];
}
void ComputeRenderer::SetupAccelFrame()
@ -1403,4 +1425,11 @@ void ComputeRenderer::SetupAccelFrame()
glBindTexture(GL_TEXTURE_2D, Framebuffer);
}
void ComputeRenderer::PrepareCaptureFrame()
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
glBindTexture(GL_TEXTURE_2D, Framebuffer);
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
}
}