Merge pull request #622 from phire/sw-fix-frame-dump
Fixed Frame dumping in VideoSoftware.
This commit is contained in:
commit
51dff5a74e
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@ -11,6 +11,7 @@
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/HwRasterizer.h"
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#include "VideoBackends/Software/SWCommandProcessor.h"
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#include "VideoBackends/Software/SWRenderer.h"
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#include "VideoBackends/Software/SWStatistics.h"
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#include "VideoBackends/Software/SWVideoConfig.h"
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#include "VideoBackends/Software/TextureSampler.h"
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@ -66,7 +67,7 @@ static void SaveTexture(const std::string& filename, u32 texmap, s32 mip)
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GetTextureRGBA(data, texmap, mip, width, height);
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(void)TextureToPng(data, width*4, filename, width, height, true);
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TextureToPng(data, width*4, filename, width, height, true);
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delete[] data;
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}
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@ -150,30 +151,15 @@ static void DumpEfb(const std::string& filename)
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}
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}
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(void)TextureToPng(data, EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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TextureToPng(data, EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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delete[] data;
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}
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static void DumpDepth(const std::string& filename)
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static void DumpColorTexture(const std::string& filename, u32 width, u32 height)
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{
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u8 *data = new u8[EFB_WIDTH * EFB_HEIGHT * 4];
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u8 *writePtr = data;
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for (int y = 0; y < EFB_HEIGHT; y++)
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{
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for (int x = 0; x < EFB_WIDTH; x++)
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{
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u32 depth = EfbInterface::GetDepth(x, y);
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// depth to rgba
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*(writePtr++) = depth & 0xff;
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*(writePtr++) = (depth >> 8) & 0xff;
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*(writePtr++) = (depth >> 16) & 0xff;
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*(writePtr++) = 255;
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}
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}
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(void)TextureToPng(data, EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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delete[] data;
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TextureToPng(SWRenderer::getCurrentColorTexture(), width * 4, filename, width, height, true);
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}
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void DrawObjectBuffer(s16 x, s16 y, u8 *color, int bufferBase, int subBuffer, const char *name)
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@ -252,7 +238,7 @@ void OnObjectEnd()
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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swstats.thisFrame.numDrawnObjects, ObjectBufferName[i], i - BufferBase[i]);
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(void)TextureToPng((u8*)ObjectBuffer[i], EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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TextureToPng((u8*)ObjectBuffer[i], EFB_WIDTH * 4, filename, EFB_WIDTH, EFB_HEIGHT, true);
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memset(ObjectBuffer[i], 0, EFB_WIDTH * EFB_HEIGHT * sizeof(u32));
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}
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@ -262,16 +248,15 @@ void OnObjectEnd()
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}
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}
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void OnFrameEnd()
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// If frame dumping is enabled, dump whatever is drawn to the screen.
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void OnFrameEnd(u32 width, u32 height)
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{
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if (!g_bSkipCurrentFrame)
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{
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if (g_SWVideoConfig.bDumpFrames)
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{
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DumpEfb(StringFromFormat("%sframe%i_color.png",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), swstats.frameCount));
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DumpDepth(StringFromFormat("%sframe%i_depth.png",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), swstats.frameCount));
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DumpColorTexture(StringFromFormat("%sframe%i_color.png",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), swstats.frameCount), width, height);
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}
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}
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}
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@ -16,7 +16,7 @@ namespace DebugUtil
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void OnObjectBegin();
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void OnObjectEnd();
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void OnFrameEnd();
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void OnFrameEnd(u32 width, u32 height);
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void DrawObjectBuffer(s16 x, s16 y, u8 *color, int bufferBase, int subBuffer, const char *name);
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@ -44,7 +44,7 @@ namespace EfbCopy
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else
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{
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// Ask SWRenderer for the next color texture
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u8 *colorTexture = SWRenderer::getColorTexture();
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u8 *colorTexture = SWRenderer::getNextColorTexture();
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EfbInterface::BypassXFB(colorTexture, fbWidth, fbHeight, sourceRc, Gamma);
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@ -152,10 +152,14 @@ void SWRenderer::DrawDebugText()
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SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getColorTexture() {
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u8* SWRenderer::getNextColorTexture() {
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return s_xfbColorTexture[!s_currentColorTexture];
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}
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u8* SWRenderer::getCurrentColorTexture() {
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return s_xfbColorTexture[s_currentColorTexture];
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}
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void SWRenderer::swapColorTexture() {
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s_currentColorTexture = !s_currentColorTexture;
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}
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@ -168,7 +172,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
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}
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u32 offset = 0;
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u8 *TexturePointer = getColorTexture();
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u8 *TexturePointer = getNextColorTexture();
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for (u16 y = 0; y < fbHeight; y++)
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{
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@ -202,7 +206,7 @@ void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
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{
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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if (!g_SWVideoConfig.bHwRasterizer)
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SWRenderer::DrawTexture(s_xfbColorTexture[s_currentColorTexture], fbWidth, fbHeight);
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SWRenderer::DrawTexture(getCurrentColorTexture(), fbWidth, fbHeight);
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swstats.frameCount++;
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SWRenderer::SwapBuffer();
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@ -18,7 +18,8 @@ namespace SWRenderer
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugText();
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u8* getColorTexture();
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u8* getNextColorTexture();
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u8* getCurrentColorTexture();
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void swapColorTexture();
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void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
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void DrawTexture(u8 *texture, int width, int height);
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@ -232,6 +232,9 @@ void VideoSoftware::Video_EndField()
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}
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}
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// Dump frame if needed
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DebugUtil::OnFrameEnd(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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// Ideally we would just move all the OpenGL context stuff to the CPU thread,
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// but this gets messy when the hardware rasterizer is enabled.
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// And neobrain loves his hardware rasterizer.
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