implement display capture for compute renderer
it's actually just all stolen from the regular OpenGL renderer
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91bea108ea
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5984c78588
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@ -367,7 +367,7 @@ void SoftRenderer::VBlankEnd(Unit* unitA, Unit* unitB)
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{
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if ((unitA->CaptureCnt & (1<<31)) && (((unitA->CaptureCnt >> 29) & 0x3) != 1))
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{
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//reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->PrepareCaptureFrame();
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reinterpret_cast<GPU3D::GLRenderer*>(GPU3D::CurrentRenderer.get())->PrepareCaptureFrame();
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}
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}
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#endif
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@ -158,8 +158,10 @@ public:
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virtual u32* GetLine(int line) = 0;
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virtual void SetupAccelFrame() {}
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protected:
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Renderer3D(bool Accelerated);
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virtual void PrepareCaptureFrame() {}
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};
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extern int Renderer;
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@ -154,12 +154,15 @@ bool ComputeRenderer::Init()
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}
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}
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glGenBuffers(1, &PixelBuffer);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
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glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
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return true;
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}
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void ComputeRenderer::DeInit()
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{
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}
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void ComputeRenderer::Reset()
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@ -1395,7 +1398,26 @@ void ComputeRenderer::RestartFrame()
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u32* ComputeRenderer::GetLine(int line)
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{
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return DummyLine;
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int stride = 256;
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if (line == 0)
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&FramebufferCPU[0], data, 4*stride*192);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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}
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u64* ptr = (u64*)&FramebufferCPU[stride * line];
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for (int i = 0; i < stride; i+=2)
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{
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u64 rgb = *ptr & 0x00FCFCFC00FCFCFC;
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u64 a = *ptr & 0xF8000000F8000000;
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*ptr++ = (rgb >> 2) | (a >> 3);
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}
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return &FramebufferCPU[stride * line];
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}
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void ComputeRenderer::SetupAccelFrame()
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@ -1403,4 +1425,11 @@ void ComputeRenderer::SetupAccelFrame()
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glBindTexture(GL_TEXTURE_2D, Framebuffer);
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}
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void ComputeRenderer::PrepareCaptureFrame()
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelBuffer);
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glBindTexture(GL_TEXTURE_2D, Framebuffer);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
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}
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}
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@ -49,6 +49,7 @@ public:
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u32* GetLine(int line) override;
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void SetupAccelFrame() override;
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void PrepareCaptureFrame() override;
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private:
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GLuint ShaderInterpXSpans[2];
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GLuint ShaderBinCombined;
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@ -240,6 +241,9 @@ private:
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u32 TextureDecodingBuffer[1024*1024];
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GLuint Framebuffer;
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GLuint PixelBuffer;
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u32 FramebufferCPU[256*192];
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TexCacheEntry& GetTexture(u32 textureParam, u32 paletteParam);
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@ -1278,6 +1278,7 @@ void GLRenderer::PrepareCaptureFrame()
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, DownscaleFramebuffer);
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glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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@ -1288,6 +1289,7 @@ u32* GLRenderer::GetLine(int line)
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if (line == 0)
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{
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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@ -40,6 +40,8 @@ public:
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void SetupAccelFrame() override;
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void PrepareCaptureFrame();
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void PrepareCaptureFrame() override;
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static std::unique_ptr<GLRenderer> New() noexcept;
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private:
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// Used by New()
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