Merge pull request #6216 from stenzek/headless-frame-dumping
OGL: Fix headless frame dumping
This commit is contained in:
commit
96e094e127
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@ -54,6 +54,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
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GLenum pixel_format, GLenum data_type)
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{
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GLuint texture;
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glActiveTexture(GL_TEXTURE9);
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glGenTextures(1, &texture);
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glBindTexture(texture_type, texture);
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if (texture_type == GL_TEXTURE_2D_ARRAY)
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@ -12,6 +12,7 @@
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#include "Core/Config/GraphicsSettings.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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@ -121,6 +122,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
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g_sampler_cache->BindLinearSampler(9);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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OGLTexture::SetStage();
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}
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void OpenGLPostProcessing::ApplyShader()
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@ -1349,17 +1349,54 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// Flip top and bottom for some reason; TODO: Fix the code to suck less?
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std::swap(flipped_trc.top, flipped_trc.bottom);
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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(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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// Finish up the current frame, print some stats
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// Skip screen rendering when running in headless mode.
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if (!IsHeadless())
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{
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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(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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// Finish up the current frame, print some stats
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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DrawDebugText();
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OSD::DrawMessages();
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// Copy the rendered frame to the real window.
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GLInterface->Swap();
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}
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else
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{
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// Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
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// Otherwise the driver could batch several frames togehter.
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glFlush();
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}
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#ifdef ANDROID
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// Handle surface changes on Android.
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if (m_surface_needs_change.IsSet())
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{
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GLInterface->UpdateHandle(m_new_surface_handle);
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GLInterface->UpdateSurface();
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m_surface_handle = m_new_surface_handle;
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m_new_surface_handle = nullptr;
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m_surface_needs_change.Clear();
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m_surface_changed.Set();
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}
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#endif
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// Update the render window position and the backbuffer size
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SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
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GLInterface->Update();
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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// Was the size changed since the last frame?
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bool window_resized = false;
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int window_width = static_cast<int>(std::max(GLInterface->GetBackBufferWidth(), 1u));
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int window_height = static_cast<int>(std::max(GLInterface->GetBackBufferHeight(), 1u));
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@ -1404,36 +1441,12 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
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}
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// ---------------------------------------------------------------------
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Reset viewport for drawing text
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glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
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DrawDebugText();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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OSD::DrawMessages();
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#ifdef ANDROID
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if (m_surface_needs_change.IsSet())
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{
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GLInterface->UpdateHandle(m_new_surface_handle);
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GLInterface->UpdateSurface();
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m_new_surface_handle = nullptr;
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m_surface_needs_change.Clear();
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m_surface_changed.Set();
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}
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#endif
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// Copy the rendered frame to the real window
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GLInterface->Swap();
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// Clear framebuffer
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (!IsHeadless())
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{
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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if (s_vsync != g_ActiveConfig.IsVSync())
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{
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@ -45,9 +45,11 @@ void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_regi
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{
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OSD::DoCallbacks(OSD::CallbackType::OnFrame);
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DrawDebugText();
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SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
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if (!IsHeadless())
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{
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DrawDebugText();
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SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
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}
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UpdateActiveConfig();
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}
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@ -600,7 +600,6 @@ void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region
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VK_SUBPASS_CONTENTS_INLINE);
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// Draw
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TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
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BlitScreen(m_swap_chain->GetRenderPass(), GetTargetRectangle(), xfb_region,
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xfb_texture->GetRawTexIdentifier());
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@ -702,6 +701,7 @@ void Renderer::CheckForSurfaceChange()
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// Notify calling thread.
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m_surface_needs_change.Clear();
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m_surface_handle = m_new_surface_handle;
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m_new_surface_handle = nullptr;
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m_surface_changed.Set();
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}
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@ -14,7 +14,7 @@
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#if defined(VK_USE_PLATFORM_WIN32_KHR)
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#include <Windows.h>
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#elif defined(VK_USE_PLATFORM_XLIB_KHR) || defined(VK_USE_PLATFORM_XCB_KHR) || \
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defined(VK_USE_PLATFORM_ANDROID_KHR)
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defined(VK_USE_PLATFORM_ANDROID_KHR) || defined(USE_HEADLESS)
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#include <dlfcn.h>
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#endif
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@ -98,7 +98,7 @@ void UnloadVulkanLibrary()
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}
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#elif defined(VK_USE_PLATFORM_XLIB_KHR) || defined(VK_USE_PLATFORM_XCB_KHR) || \
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defined(VK_USE_PLATFORM_ANDROID_KHR)
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defined(VK_USE_PLATFORM_ANDROID_KHR) || defined(USE_HEADLESS)
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static void* vulkan_module;
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static std::atomic_int vulkan_module_ref_count = {0};
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@ -94,6 +94,7 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
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if (SConfig::GetInstance().bWii)
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m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
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m_surface_handle = Host_GetRenderHandle();
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m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
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}
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@ -400,6 +401,11 @@ float Renderer::CalculateDrawAspectRatio() const
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}
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}
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bool Renderer::IsHeadless() const
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{
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return !m_surface_handle;
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}
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std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
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const int height) const
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{
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@ -711,7 +717,7 @@ void Renderer::DoDumpFrame()
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void Renderer::UpdateFrameDumpTexture()
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{
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int target_width, target_height;
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if (!g_ActiveConfig.bInternalResolutionFrameDumps)
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if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
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{
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auto target_rect = GetTargetRectangle();
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target_width = target_rect.GetWidth();
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@ -94,6 +94,7 @@ public:
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const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
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float CalculateDrawAspectRatio() const;
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bool IsHeadless() const;
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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@ -176,9 +177,10 @@ protected:
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static const float GX_MAX_DEPTH;
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void* m_surface_handle = nullptr;
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void* m_new_surface_handle = nullptr;
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Common::Flag m_surface_needs_change;
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Common::Event m_surface_changed;
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void* m_new_surface_handle = nullptr;
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u32 m_last_host_config_bits = 0;
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