Vulkan: Implement asynchronous frame dumping
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parent
e05553acfc
commit
38c3ca5cd4
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@ -64,6 +64,11 @@ Renderer::~Renderer()
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{
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g_Config.bRunning = false;
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UpdateActiveConfig();
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// Ensure all frames are written to frame dump at shutdown.
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if (m_frame_dumping_active)
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EndFrameDumping();
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DestroyFrameDumpResources();
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DestroyShaders();
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DestroySemaphores();
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@ -490,16 +495,21 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnEndFrame();
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// Draw to the screenshot buffer if needed.
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// We don't actually copy it to the frame dump here, instead we submit the present to the screen
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// and the readback in one command buffer, wait for it, and then dump the frame. This allows us
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// to render to the screen and dump the frame in one command buffer instead of two.
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VkFence frame_dump_fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
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bool dump_this_frame = IsFrameDumping() && DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count,
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fb_width, fb_stride, fb_height);
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// Render the frame dump image if enabled.
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if (IsFrameDumping())
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{
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// If we haven't dumped a single frame yet, set up frame dumping.
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if (!m_frame_dumping_active)
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StartFrameDumping();
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// If we're dumping frames, don't bother waking the worker thread, since we have to wait anyway.
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bool submit_on_background_thread = !dump_this_frame;
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DrawFrameDump(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height, ticks);
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}
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else
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{
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// If frame dumping was previously enabled, flush all frames and remove the fence callback.
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if (m_frame_dumping_active)
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EndFrameDumping();
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}
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// Ensure the worker thread is not still submitting a previous command buffer.
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// In other words, the last frame has been submitted (otherwise the next call would
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@ -516,23 +526,13 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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// the available semaphore to be signaled before executing the buffer. This final submission
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// can happen off-thread in the background while we're preparing the next frame.
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g_command_buffer_mgr->SubmitCommandBuffer(
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submit_on_background_thread, m_image_available_semaphore, m_rendering_finished_semaphore,
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true, m_image_available_semaphore, m_rendering_finished_semaphore,
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m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
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}
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else
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{
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// No swap chain, just execute command buffer.
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g_command_buffer_mgr->SubmitCommandBuffer(submit_on_background_thread);
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}
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// If we're dumping frames, wait for the GPU to complete these commands, and then copy the image.
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// NOTE: This call must come immediately after submitting the command buffer. Placing any other
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// function calls between the submit and wait could cause another command buffer to be submitted,
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// making frame_dump_fence refer to an incorrect fence.
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if (dump_this_frame)
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{
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g_command_buffer_mgr->WaitForFence(frame_dump_fence);
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DumpFrame(ticks);
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g_command_buffer_mgr->SubmitCommandBuffer(true);
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}
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// NOTE: It is important that no rendering calls are made to the EFB between submitting the
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@ -704,7 +704,7 @@ void Renderer::DrawScreen(const EFBRectangle& rc, u32 xfb_addr,
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bool Renderer::DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count, u32 fb_width,
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u32 fb_stride, u32 fb_height)
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u32 fb_stride, u32 fb_height, u64 ticks)
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{
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// Draw the screenshot to an image containing only the active screen area, removing any
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// borders as a result of the game rendering in a different aspect ratio.
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@ -737,22 +737,136 @@ bool Renderer::DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr,
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xfb_sources, xfb_count, fb_width, fb_stride, fb_height);
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vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
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// Copy to the readback texture.
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m_frame_dump_readback_texture->CopyFromImage(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), m_frame_dump_render_texture->GetImage(),
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VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
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// Prepare the readback texture for copying.
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StagingTexture2D* readback_texture = PrepareFrameDumpImage(width, height, ticks);
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if (!readback_texture)
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return false;
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// Queue a copy to the current frame dump buffer. It will be written to the frame dump later.
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readback_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_frame_dump_render_texture->GetImage(),
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VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
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return true;
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}
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void Renderer::DumpFrame(u64 ticks)
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void Renderer::StartFrameDumping()
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{
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AVIDump::Frame state = AVIDump::FetchState(ticks);
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DumpFrameData(reinterpret_cast<const u8*>(m_frame_dump_readback_texture->GetMapPointer()),
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static_cast<int>(m_frame_dump_render_texture->GetWidth()),
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static_cast<int>(m_frame_dump_render_texture->GetHeight()),
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static_cast<int>(m_frame_dump_readback_texture->GetRowStride()), state);
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_assert_(!m_frame_dumping_active);
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// Register fence callback so that we know when frames are ready to be written to the dump.
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// This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
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auto queued_callback = [](VkCommandBuffer, VkFence) {};
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auto signaled_callback = std::bind(&Renderer::OnFrameDumpImageReady, this, std::placeholders::_1);
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// We use the array pointer as a key here, that way if Renderer needed fence callbacks in
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// the future it could be used without conflicting.
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// We're not interested in when fences are submitted, so the first callback is a no-op.
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g_command_buffer_mgr->AddFencePointCallback(
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m_frame_dump_images.data(), std::move(queued_callback), std::move(signaled_callback));
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m_frame_dumping_active = true;
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}
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void Renderer::EndFrameDumping()
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{
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_assert_(m_frame_dumping_active);
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// Write any pending frames to the frame dump.
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FlushFrameDump();
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// Remove the fence callback that we registered earlier, one less function that needs to be
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// called when preparing a command buffer.
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g_command_buffer_mgr->RemoveFencePointCallback(m_frame_dump_images.data());
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m_frame_dumping_active = false;
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}
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void Renderer::OnFrameDumpImageReady(VkFence fence)
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{
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for (FrameDumpImage& frame : m_frame_dump_images)
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{
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// fence being a null handle means that we don't have to wait to re-use this image.
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if (frame.fence == fence)
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frame.fence = VK_NULL_HANDLE;
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}
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}
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void Renderer::WriteFrameDumpImage(size_t index)
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{
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FrameDumpImage& frame = m_frame_dump_images[index];
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_assert_(frame.pending);
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// Check fence has been signaled.
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// The callback here should set fence to null.
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if (frame.fence != VK_NULL_HANDLE)
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{
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g_command_buffer_mgr->WaitForFence(frame.fence);
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_assert_(frame.fence == VK_NULL_HANDLE);
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}
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// Copy the now-populated image data to the output file.
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DumpFrameData(reinterpret_cast<const u8*>(frame.readback_texture->GetMapPointer()),
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static_cast<int>(frame.readback_texture->GetWidth()),
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static_cast<int>(frame.readback_texture->GetHeight()),
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static_cast<int>(frame.readback_texture->GetRowStride()), frame.dump_state);
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frame.pending = false;
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}
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StagingTexture2D* Renderer::PrepareFrameDumpImage(u32 width, u32 height, u64 ticks)
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{
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// Ensure the last frame that was sent to the frame dump has completed encoding before we send
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// the next image to it.
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FinishFrameData();
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// If the last image hasn't been written to the frame dump yet, write it now.
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// This is necessary so that the worker thread is no more than one frame behind, and the pointer
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// (which is actually the buffer) is safe for us to re-use next time.
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if (m_frame_dump_images[m_current_frame_dump_image].pending)
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WriteFrameDumpImage(m_current_frame_dump_image);
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// Move to the next image buffer
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m_current_frame_dump_image = (m_current_frame_dump_image + 1) % FRAME_DUMP_BUFFERED_FRAMES;
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FrameDumpImage& image = m_frame_dump_images[m_current_frame_dump_image];
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// Ensure the dimensions of the readback texture are sufficient.
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if (!image.readback_texture || width != image.readback_texture->GetWidth() ||
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height != image.readback_texture->GetHeight())
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{
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// Allocate a new readback texture.
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// The reset() call is here so that the memory is released before allocating the new texture.
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image.readback_texture.reset();
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image.readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, width, height,
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EFB_COLOR_TEXTURE_FORMAT);
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if (!image.readback_texture || !image.readback_texture->Map())
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{
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// Not actually fatal, just means we can't dump this frame.
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PanicAlert("Failed to allocate frame dump readback texture.");
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image.readback_texture.reset();
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return nullptr;
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}
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}
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// The copy happens immediately after this function returns, so flag this frame as pending.
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image.fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
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image.dump_state = AVIDump::FetchState(ticks);
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image.pending = true;
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return image.readback_texture.get();
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}
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void Renderer::FlushFrameDump()
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{
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// We must write frames in order, so this is why we use a counter rather than a range.
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for (size_t i = 0; i < FRAME_DUMP_BUFFERED_FRAMES; i++)
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{
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if (m_frame_dump_images[m_current_frame_dump_image].pending)
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WriteFrameDumpImage(m_current_frame_dump_image);
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m_current_frame_dump_image = (m_current_frame_dump_image + 1) % FRAME_DUMP_BUFFERED_FRAMES;
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}
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// Since everything has been written now, may as well start at index zero.
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// count-1 here because the index is incremented before usage.
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m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
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}
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void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
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@ -812,14 +926,10 @@ bool Renderer::ResizeFrameDumpBuffer(u32 new_width, u32 new_height)
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VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
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m_frame_dump_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, new_width,
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new_height, EFB_COLOR_TEXTURE_FORMAT);
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if (!m_frame_dump_render_texture || !m_frame_dump_readback_texture ||
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!m_frame_dump_readback_texture->Map())
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if (!m_frame_dump_render_texture)
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{
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WARN_LOG(VIDEO, "Failed to resize screenshot render texture");
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WARN_LOG(VIDEO, "Failed to resize frame dump render texture");
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m_frame_dump_render_texture.reset();
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m_frame_dump_readback_texture.reset();
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return false;
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}
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@ -837,9 +947,8 @@ bool Renderer::ResizeFrameDumpBuffer(u32 new_width, u32 new_height)
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vkCreateFramebuffer(g_vulkan_context->GetDevice(), &info, nullptr, &m_frame_dump_framebuffer);
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if (res != VK_SUCCESS)
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{
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WARN_LOG(VIDEO, "Failed to resize screenshot framebuffer");
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WARN_LOG(VIDEO, "Failed to create frame dump framebuffer");
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m_frame_dump_render_texture.reset();
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m_frame_dump_readback_texture.reset();
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return false;
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}
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@ -859,7 +968,15 @@ void Renderer::DestroyFrameDumpResources()
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}
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m_frame_dump_render_texture.reset();
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m_frame_dump_readback_texture.reset();
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for (FrameDumpImage& image : m_frame_dump_images)
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{
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image.readback_texture.reset();
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image.fence = VK_NULL_HANDLE;
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image.dump_state = {};
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image.pending = false;
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}
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m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
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}
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void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
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@ -10,6 +10,7 @@
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/RenderBase.h"
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struct XFBSourceBase;
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@ -107,12 +108,28 @@ private:
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// Draw the frame only to the screenshot buffer.
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bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
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u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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// Copies the screenshot readback texture to the frame dumping buffer.
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// NOTE: This assumes that DrawScreenshot has been called prior, and the fence associated
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// with the command buffer where the readback buffer was populated has been reached.
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void DumpFrame(u64 ticks);
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// Sets up renderer state to permit framedumping.
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// Ideally we would have EndFrameDumping be a virtual method of Renderer, but due to various
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// design issues it would have to end up being called in the destructor, which won't work.
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void StartFrameDumping();
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void EndFrameDumping();
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// Fence callback so that we know when frames are ready to be written to the dump.
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// This is done by clearing the fence pointer, so WriteFrameDumpFrame doesn't have to wait.
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void OnFrameDumpImageReady(VkFence fence);
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// Writes the specified buffered frame to the frame dump.
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// NOTE: Assumes that frame.ticks and frame.pending are valid.
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void WriteFrameDumpImage(size_t index);
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// If there is a pending frame in this buffer, writes it to the frame dump.
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// Ensures that the specified readback buffer meets the size requirements of the current frame.
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StagingTexture2D* PrepareFrameDumpImage(u32 width, u32 height, u64 ticks);
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// Ensures all buffered frames are written to frame dump.
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void FlushFrameDump();
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// Copies/scales an image to the currently-bound framebuffer.
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void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
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@ -141,7 +158,19 @@ private:
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// Texture used for screenshot/frame dumping
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std::unique_ptr<Texture2D> m_frame_dump_render_texture;
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std::unique_ptr<StagingTexture2D> m_frame_dump_readback_texture;
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VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
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// Readback resources for frame dumping
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static const size_t FRAME_DUMP_BUFFERED_FRAMES = 2;
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struct FrameDumpImage
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{
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std::unique_ptr<StagingTexture2D> readback_texture;
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VkFence fence = VK_NULL_HANDLE;
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AVIDump::Frame dump_state = {};
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bool pending = false;
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};
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std::array<FrameDumpImage, FRAME_DUMP_BUFFERED_FRAMES> m_frame_dump_images;
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size_t m_current_frame_dump_image = FRAME_DUMP_BUFFERED_FRAMES - 1;
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bool m_frame_dumping_active = false;
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};
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}
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