AbstractTexture: Implement Save using new common methods
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@ -97,7 +97,4 @@ private:
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std::map<std::pair<u32, u32>, TextureDecodingProgramInfo> m_texture_decoding_program_info;
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std::array<GLuint, TextureConversionShader::BUFFER_FORMAT_COUNT> m_texture_decoding_buffer_views;
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};
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bool SaveTexture(const std::string& filename, u32 textarget, u32 tex, int virtual_width,
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int virtual_height, unsigned int level);
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}
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@ -6,8 +6,10 @@
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#include "Common/Assert.h"
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#include "Common/MsgHandler.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/RenderBase.h"
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AbstractTexture::AbstractTexture(const TextureConfig& c) : m_config(c)
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{
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@ -20,17 +22,33 @@ bool AbstractTexture::Save(const std::string& filename, unsigned int level)
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// We can't dump compressed textures currently (it would mean drawing them to a RGBA8
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// framebuffer, and saving that). TextureCache does not call Save for custom textures
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// anyway, so this is fine for now.
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_assert_(m_config.format == AbstractTextureFormat::RGBA8);
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_assert_(!IsCompressedFormat(m_config.format));
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_assert_(level < m_config.levels);
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auto result = level == 0 ? Map() : Map(level);
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// Determine dimensions of image we want to save.
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u32 level_width = std::max(1u, m_config.width >> level);
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u32 level_height = std::max(1u, m_config.height >> level);
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if (!result.has_value())
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{
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// Use a temporary staging texture for the download. Certainly not optimal,
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// but this is not a frequently-executed code path..
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TextureConfig readback_texture_config(level_width, level_height, 1, 1,
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AbstractTextureFormat::RGBA8, false);
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auto readback_texture =
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g_renderer->CreateStagingTexture(StagingTextureType::Readback, readback_texture_config);
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if (!readback_texture)
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return false;
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}
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auto raw_data = result.value();
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return TextureToPng(raw_data.data, raw_data.stride, filename, raw_data.width, raw_data.height);
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// Copy to the readback texture's buffer.
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readback_texture->CopyFromTexture(this, 0, level);
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readback_texture->Flush();
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// Map it so we can encode it to the file.
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if (!readback_texture->Map())
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return false;
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return TextureToPng(reinterpret_cast<const u8*>(readback_texture->GetMappedPointer()),
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static_cast<int>(readback_texture->GetMappedStride()), filename, level_width,
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level_height);
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}
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std::optional<AbstractTexture::RawTextureInfo> AbstractTexture::Map()
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@ -17,8 +17,8 @@ class AbstractTexture
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public:
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explicit AbstractTexture(const TextureConfig& c);
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virtual ~AbstractTexture();
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virtual void Bind(unsigned int stage) = 0;
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bool Save(const std::string& filename, unsigned int level);
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struct RawTextureInfo
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{
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@ -43,6 +43,8 @@ public:
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virtual void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer,
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size_t buffer_size) = 0;
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bool Save(const std::string& filename, unsigned int level);
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static bool IsCompressedFormat(AbstractTextureFormat format);
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static size_t CalculateStrideForFormat(AbstractTextureFormat format, u32 row_length);
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static size_t GetTexelSizeForFormat(AbstractTextureFormat format);
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