start work on display capture
also fix a bug in the compositing shader
This commit is contained in:
parent
26f997172b
commit
de287825ee
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@ -907,7 +907,7 @@ void StartScanline(u32 line)
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else
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{
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if (VCount == 192)
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{//printf("- VBLANK -\n");vbltime=NDS::ARM9Timestamp;
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{
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// VBlank
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DispStat[0] |= (1<<0);
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DispStat[1] |= (1<<0);
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@ -656,8 +656,16 @@ void GPU2D::DrawScanline(u32 line)
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u32 dispmode = DispCnt >> 16;
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dispmode &= (Num ? 0x1 : 0x3);
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if (Num == 0 && !Accelerated)
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_3DLine = GPU3D::GetLine(n3dline);
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if (Num == 0)
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{
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if (!Accelerated)
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_3DLine = GPU3D::GetLine(n3dline);
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else if ((CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
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{
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_3DLine = GPU3D::GetLine(n3dline);
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//GPU3D::GLRenderer43::PrepareCaptureFrame();
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}
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}
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// always render regular graphics
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DrawScanline_Mode1(line);
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@ -862,6 +870,12 @@ void GPU2D::VBlankEnd()
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BGMosaicYMax = BGMosaicSize[1];
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OBJMosaicY = 0;
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OBJMosaicYMax = OBJMosaicSize[1];
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// TODO: make optional
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if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
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{
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GPU3D::GLRenderer43::PrepareCaptureFrame();
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}
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}
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@ -884,7 +898,7 @@ void GPU2D::DoCapture(u32 line, u32 width)
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srcA = _3DLine;
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else
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srcA = BGOBJLine;
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srcA = _3DLine;
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u16* srcB = NULL;
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u32 srcBaddr = line * 256;
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@ -153,6 +153,7 @@ int GetScale();
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void VCount144();
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void RenderFrame();
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void PrepareCaptureFrame();
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u32* GetLine(int line);
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void SetupAccelFrame();
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@ -100,9 +100,9 @@ int ScaleFactor;
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bool Accelerated;
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int ScreenW, ScreenH;
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GLuint FramebufferTex[6];
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GLuint FramebufferTex[8];
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int FrontBuffer;
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GLuint FramebufferID[2], PixelbufferID;
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GLuint FramebufferID[4], PixelbufferID;
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u32* Framebuffer = NULL;
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bool ChunkedRendering = false;
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@ -260,10 +260,10 @@ bool Init()
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glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
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glGenFramebuffers(2, &FramebufferID[0]);
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glGenFramebuffers(4, &FramebufferID[0]);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glGenTextures(6, &FramebufferTex[0]);
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glGenTextures(8, &FramebufferTex[0]);
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FrontBuffer = 0;
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// color buffers
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@ -286,7 +286,12 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// attribute buffer
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// R: opaque polyID (for edgemarking)
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@ -297,16 +302,40 @@ bool Init()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
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// downscale framebuffer, for antialiased mode
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// downscale framebuffer for antialiased mode
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
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// downscale framebuffer for display capture (always 256x192)
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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@ -373,10 +402,13 @@ void SetDisplaySettings(int scale, bool accel)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
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else glBufferData(GL_PIXEL_PACK_BUFFER, 256*192, NULL, GL_DYNAMIC_READ);
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glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
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if (Framebuffer) delete[] Framebuffer;
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if (accel) Framebuffer = new u32[256*192];
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@ -774,7 +806,8 @@ void RenderFrame()
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if (Accelerated)
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{
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[FrontBuffer], 0);
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//glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[FrontBuffer], 0);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
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FrontBuffer = FrontBuffer ? 0 : 1;
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}
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@ -856,18 +889,36 @@ void RenderFrame()
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
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}
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if (!Accelerated)
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/*if (!Accelerated)
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{
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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}*/
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}
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void PrepareCaptureFrame()
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{
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// TODO: make sure this picks the right buffer when doing antialiasing
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int original_fb = FrontBuffer^1;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[original_fb]);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[3]);
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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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glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[3]);
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glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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//glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[original_fb]);
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//glFlush();
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}
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u32* GetLine(int line)
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{
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int stride = 256 << (ScaleFactor*2);
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int stride = 256;// << (ScaleFactor*2);
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if (line == 0)
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{
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@ -65,7 +65,7 @@ out vec4 oColor;
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void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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ivec4 zog=pixel;
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// bit0-13: BLDCNT
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// bit14-15: DISPCNT display mode
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// bit16-20: EVA
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@ -86,7 +86,7 @@ void main()
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int winmask = top.b >> 7;
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if ((top.a & 0x40) != 0)
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if ((top.a & 0xC0) == 0x40)
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{
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float xpos = top.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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@ -96,7 +96,7 @@ void main()
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if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
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else top = mid;
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}
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else if ((mid.a & 0x40) != 0)
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else if ((mid.a & 0xC0) == 0x40)
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{
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float xpos = mid.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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