Add ability to dump xfb copies to texture for debugging purposes
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@ -45,6 +45,7 @@ const ConfigInfo<bool> GFX_CONVERT_HIRES_TEXTURES{{System::GFX, "Settings", "Con
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const ConfigInfo<bool> GFX_CACHE_HIRES_TEXTURES{{System::GFX, "Settings", "CacheHiresTextures"},
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false};
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const ConfigInfo<bool> GFX_DUMP_EFB_TARGET{{System::GFX, "Settings", "DumpEFBTarget"}, false};
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const ConfigInfo<bool> GFX_DUMP_XFB_TARGET{ { System::GFX, "Settings", "DumpXFBTarget" }, false };
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const ConfigInfo<bool> GFX_DUMP_FRAMES_AS_IMAGES{{System::GFX, "Settings", "DumpFramesAsImages"},
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false};
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const ConfigInfo<bool> GFX_FREE_LOOK{{System::GFX, "Settings", "FreeLook"}, false};
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@ -37,6 +37,7 @@ extern const ConfigInfo<bool> GFX_HIRES_TEXTURES;
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extern const ConfigInfo<bool> GFX_CONVERT_HIRES_TEXTURES;
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extern const ConfigInfo<bool> GFX_CACHE_HIRES_TEXTURES;
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extern const ConfigInfo<bool> GFX_DUMP_EFB_TARGET;
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extern const ConfigInfo<bool> GFX_DUMP_XFB_TARGET;
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extern const ConfigInfo<bool> GFX_DUMP_FRAMES_AS_IMAGES;
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extern const ConfigInfo<bool> GFX_FREE_LOOK;
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extern const ConfigInfo<bool> GFX_USE_FFV1;
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@ -250,6 +250,8 @@ static wxString cache_hires_textures_desc =
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"more RAM but fixes possible stuttering.\n\nIf unsure, leave this unchecked.");
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static wxString dump_efb_desc = wxTRANSLATE(
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"Dump the contents of EFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked.");
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static wxString dump_xfb_desc = wxTRANSLATE(
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"Dump the contents of XFB copies to User/Dump/Textures/.\n\nIf unsure, leave this unchecked.");
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static wxString internal_resolution_frame_dumping_desc = wxTRANSLATE(
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"Create frame dumps and screenshots at the internal resolution of the renderer, rather than "
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"the size of the window it is displayed within. If the aspect ratio is widescreen, the output "
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@ -890,6 +892,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string& title)
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szr_utility->Add(CreateCheckBox(page_advanced, _("Dump EFB Target"),
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wxGetTranslation(dump_efb_desc),
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Config::GFX_DUMP_EFB_TARGET));
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szr_utility->Add(CreateCheckBox(page_advanced, _("Dump XFB Target"),
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wxGetTranslation(dump_xfb_desc), Config::GFX_DUMP_XFB_TARGET));
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szr_utility->Add(CreateCheckBox(page_advanced, _("Free Look"),
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wxGetTranslation(free_look_desc), Config::GFX_FREE_LOOK));
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#if defined(HAVE_FFMPEG)
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@ -181,31 +181,6 @@ static void TeardownDeviceObjects()
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s_gx_state_cache.Clear();
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}
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static void CreateScreenshotTexture()
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{
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// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the
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// screenshot buffer size.
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// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0,
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr == S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture");
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}
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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{
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// Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that
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// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
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// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
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// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
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// smaller than the backbuffer, but never larger.
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return CD3D11_BOX(std::max(targetRc.left, 0), std::max(targetRc.top, 0), 0,
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std::min(D3D::GetBackBufferWidth(), (unsigned int)targetRc.right),
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std::min(D3D::GetBackBufferHeight(), (unsigned int)targetRc.bottom), 1);
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}
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static void Create3DVisionTexture(int width, int height)
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{
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// Create a staging texture for 3D vision with signature information in the last row.
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@ -654,10 +629,10 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// activate linear filtering for the buffer copies
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D3D::SetLinearCopySampler();
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auto* xfb_texture = static_cast<DXTexture*>(texture);
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TargetRectangle source_rc = xfb_texture->config.Rect();
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TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
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BlitScreen(source_rc, targetRc, xfb_texture->GetRawTexIdentifier(), xfb_texture->config.width,
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xfb_texture->config.height, Gamma);
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BlitScreen(source_rc, targetRc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width,
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xfb_texture->GetConfig().height, Gamma);
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// Reset viewport for drawing text
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D3D11_VIEWPORT vp =
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@ -676,7 +651,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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g_texture_cache->OnConfigChanged(g_ActiveConfig);
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VertexShaderCache::RetreiveAsyncShaders();
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SetWindowSize(xfb_texture->config.width, xfb_texture->config.height);
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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const bool window_resized = CheckForResize();
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const bool fullscreen = D3D::GetFullscreenState();
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@ -1344,8 +1344,8 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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TargetRectangle sourceRc = ConvertEFBRectangle(rc);
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sourceRc.left = 0;
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sourceRc.right = xfb_texture->config.width;
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sourceRc.top = xfb_texture->config.height;
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sourceRc.right = xfb_texture->GetConfig().width;
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sourceRc.top = xfb_texture->GetConfig().height;
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sourceRc.bottom = 0;
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ResetAPIState();
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@ -1358,7 +1358,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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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(), xfb_texture->config.width, xfb_texture->config.height);
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BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// The FlushFrameDump call here is necessary even after frame dumping is stopped.
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// If left out, screenshots are "one frame" behind, as an extra frame is dumped and buffered.
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@ -1383,7 +1383,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// Finish up the current frame, print some stats
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SetWindowSize(xfb_texture->config.width, xfb_texture->config.height);
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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@ -554,7 +554,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// Update the window size based on the frame that was just rendered.
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// Due to depending on guest state, we need to call this every frame.
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SetWindowSize(xfb_texture->config.width, xfb_texture->config.height);
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Clean up stale textures.
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TextureCache::GetInstance()->Cleanup(frameCount);
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@ -731,7 +731,7 @@ void Renderer::DrawScreen(VKTexture* xfb_texture)
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VK_SUBPASS_CONTENTS_INLINE);
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// Draw
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TargetRectangle source_rc = xfb_texture->config.Rect();
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TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
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BlitScreen(m_swap_chain->GetRenderPass(), GetTargetRectangle(), source_rc, xfb_texture->GetRawTexIdentifier());
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// Draw OSD
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@ -1568,10 +1568,19 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, EFBCopyFormat dstF
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if (g_ActiveConfig.bDumpEFBTarget && !is_xfb_copy)
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{
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static int count = 0;
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static int efb_count = 0;
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entry->texture->Save(StringFromFormat("%sefb_frame_%i.png",
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File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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count++),
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efb_count++),
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0);
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}
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if (g_ActiveConfig.bDumpXFBTarget && is_xfb_copy)
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{
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static int xfb_count = 0;
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entry->texture->Save(StringFromFormat("%sxfb_frame_%i.png",
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File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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xfb_count++),
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0);
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}
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@ -173,6 +173,9 @@
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<ClCompile Include="AbstractTexture.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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<ClCompile Include="AbstractRawTexture.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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<ClCompile Include="ShaderGenCommon.cpp">
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<Filter>Shader Generators</Filter>
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</ClCompile>
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@ -344,6 +347,9 @@
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<ClInclude Include="AbstractTexture.h">
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<Filter>Base</Filter>
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</ClInclude>
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<ClInclude Include="AbstractRawTexture.h">
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<Filter>Base</Filter>
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</ClInclude>
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<ClInclude Include="AsyncShaderCompiler.h">
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<Filter>Util</Filter>
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</ClInclude>
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@ -81,6 +81,7 @@ void VideoConfig::Refresh()
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bConvertHiresTextures = Config::Get(Config::GFX_CONVERT_HIRES_TEXTURES);
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bCacheHiresTextures = Config::Get(Config::GFX_CACHE_HIRES_TEXTURES);
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bDumpEFBTarget = Config::Get(Config::GFX_DUMP_EFB_TARGET);
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bDumpXFBTarget = Config::Get(Config::GFX_DUMP_XFB_TARGET);
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bDumpFramesAsImages = Config::Get(Config::GFX_DUMP_FRAMES_AS_IMAGES);
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bFreeLook = Config::Get(Config::GFX_FREE_LOOK);
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bUseFFV1 = Config::Get(Config::GFX_USE_FFV1);
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@ -98,6 +98,7 @@ struct VideoConfig final
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bool bConvertHiresTextures;
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bool bCacheHiresTextures;
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bool bDumpEFBTarget;
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bool bDumpXFBTarget;
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bool bDumpFramesAsImages;
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bool bUseFFV1;
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std::string sDumpCodec;
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