2011-11-16 22:17:37 +00:00
|
|
|
/*
|
|
|
|
* Copyright (C) 2011-2011 Gregory hainaut
|
|
|
|
* Copyright (C) 2007-2009 Gabest
|
|
|
|
*
|
|
|
|
* This Program is free software; you can redistribute it and/or modify
|
|
|
|
* it under the terms of the GNU General Public License as published by
|
|
|
|
* the Free Software Foundation; either version 2, or (at your option)
|
|
|
|
* any later version.
|
|
|
|
*
|
|
|
|
* This Program is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with GNU Make; see the file COPYING. If not, write to
|
|
|
|
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
|
|
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "GSTextureOGL.h"
|
2012-01-02 20:08:11 +00:00
|
|
|
static int g_state_texture_unit = -1;
|
|
|
|
static int g_state_texture_id = -1;
|
2011-11-16 22:17:37 +00:00
|
|
|
|
2012-01-08 21:59:42 +00:00
|
|
|
GSTextureOGL::GSTextureOGL(int type, int w, int h, bool msaa, int format, GLuint fbo_read)
|
2011-12-30 22:25:17 +00:00
|
|
|
: m_extra_buffer_id(0),
|
2011-12-23 12:32:40 +00:00
|
|
|
m_pbo_size(0)
|
2011-11-16 22:17:37 +00:00
|
|
|
{
|
|
|
|
// *************************************************************
|
|
|
|
// Opengl world
|
|
|
|
|
|
|
|
// Render work in parallal with framebuffer object (FBO) http://www.opengl.org/wiki/Framebuffer_Objects
|
|
|
|
// render are attached to FBO through : glFramebufferRenderbuffer. You can query the number of colorattachement with GL_MAX_COLOR_ATTACHMENTS
|
|
|
|
// FBO : constructor -> glGenFramebuffers, glDeleteFramebuffers
|
|
|
|
// binding -> glBindFramebuffer (target can be read/write/both)
|
|
|
|
// blit -> glBlitFramebuffer (read FB to draw FB)
|
|
|
|
// info -> glIsFramebuffer, glGetFramebufferAttachmentParameter, glCheckFramebufferStatus
|
|
|
|
//
|
|
|
|
// There are two types of framebuffer-attachable images; texture images and renderbuffer images.
|
|
|
|
// If an image of a texture object is attached to a framebuffer, OpenGL performs "render to texture".
|
|
|
|
// And if an image of a renderbuffer object is attached to a framebuffer, then OpenGL performs "offscreen rendering".
|
|
|
|
// Blitting:
|
|
|
|
// glDrawBuffers
|
|
|
|
// glReadBuffer
|
|
|
|
// glBlitFramebuffer
|
|
|
|
|
|
|
|
// *************************************************************
|
2011-11-21 22:36:03 +00:00
|
|
|
m_size.x = w;
|
|
|
|
m_size.y = h;
|
|
|
|
m_format = format;
|
|
|
|
m_type = type;
|
|
|
|
m_msaa = msaa;
|
2012-01-08 21:59:42 +00:00
|
|
|
m_fbo_read = fbo_read;
|
2011-11-16 22:17:37 +00:00
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
// Generate the buffer
|
|
|
|
switch (m_type) {
|
|
|
|
case GSTexture::Offscreen:
|
|
|
|
//FIXME I not sure we need a pixel buffer object. It seems more a texture
|
|
|
|
// glGenBuffers(1, &m_texture_id);
|
|
|
|
// m_texture_target = GL_PIXEL_UNPACK_BUFFER;
|
2011-12-23 12:32:40 +00:00
|
|
|
// assert(0);
|
2011-11-21 22:36:03 +00:00
|
|
|
// Note there is also a buffer texture!!!
|
|
|
|
// http://www.opengl.org/wiki/Buffer_Texture
|
|
|
|
// Note: in this case it must use in GLSL
|
|
|
|
// gvec texelFetch(gsampler sampler, ivec texCoord, int lod[, int sample]);
|
|
|
|
// corollary we can maybe use it for multisample stuff
|
2011-12-23 12:32:40 +00:00
|
|
|
case GSTexture::Texture:
|
|
|
|
case GSTexture::RenderTarget:
|
2011-12-30 13:55:33 +00:00
|
|
|
case GSTexture::DepthStencil:
|
2011-12-23 12:32:40 +00:00
|
|
|
glGenTextures(1, &m_texture_id);
|
|
|
|
m_texture_target = GL_TEXTURE_2D;
|
|
|
|
break;
|
2011-12-22 14:12:12 +00:00
|
|
|
case GSTexture::Backbuffer:
|
|
|
|
m_texture_target = 0;
|
|
|
|
m_texture_id = 0;
|
2011-12-07 22:05:46 +00:00
|
|
|
default:
|
|
|
|
break;
|
2011-11-21 22:36:03 +00:00
|
|
|
}
|
2011-12-07 22:05:46 +00:00
|
|
|
// Extra buffer to handle various pixel transfer
|
|
|
|
glGenBuffers(1, &m_extra_buffer_id);
|
2011-11-16 22:17:37 +00:00
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
uint msaa_level;
|
|
|
|
if (m_msaa) {
|
|
|
|
// FIXME which level of MSAA
|
|
|
|
msaa_level = 1;
|
|
|
|
} else {
|
|
|
|
msaa_level = 0;
|
|
|
|
}
|
2011-11-16 22:17:37 +00:00
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
// Allocate the buffer
|
|
|
|
switch (m_type) {
|
|
|
|
case GSTexture::DepthStencil:
|
2012-01-31 17:08:05 +00:00
|
|
|
EnableUnit(2);
|
2011-12-30 22:25:17 +00:00
|
|
|
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
|
2011-11-21 22:36:03 +00:00
|
|
|
break;
|
2011-11-30 21:42:41 +00:00
|
|
|
case GSTexture::RenderTarget:
|
2011-11-21 22:36:03 +00:00
|
|
|
case GSTexture::Texture:
|
|
|
|
// FIXME
|
|
|
|
// Howto allocate the texture unit !!!
|
|
|
|
// In worst case the HW renderer seems to use 3 texture unit
|
|
|
|
// For the moment SW renderer only use 1 so don't bother
|
2012-01-31 17:08:05 +00:00
|
|
|
EnableUnit(2);
|
2012-02-11 10:22:02 +00:00
|
|
|
if (m_format == GL_RGBA8)
|
2011-12-30 22:25:17 +00:00
|
|
|
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
2012-02-11 10:22:02 +00:00
|
|
|
else if (m_format == GL_R16UI)
|
|
|
|
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
|
|
|
|
else if (m_format == GL_R8)
|
|
|
|
glTexImage2D(m_texture_target, 0, m_format, m_size.x, m_size.y, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
else {
|
|
|
|
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
|
2011-12-10 19:19:44 +00:00
|
|
|
assert(0); // TODO Later
|
2012-02-11 10:22:02 +00:00
|
|
|
}
|
2011-11-21 22:36:03 +00:00
|
|
|
break;
|
|
|
|
case GSTexture::Offscreen:
|
2011-12-23 12:32:40 +00:00
|
|
|
if (m_type == GL_RGBA8) m_pbo_size = m_size.x * m_size.y * 4;
|
|
|
|
else if (m_type == GL_R16UI) m_pbo_size = m_size.x * m_size.y * 2;
|
|
|
|
else assert(0);
|
|
|
|
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_extra_buffer_id);
|
|
|
|
glBufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_DRAW);
|
2011-12-29 14:24:26 +00:00
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
2011-11-21 22:36:03 +00:00
|
|
|
break;
|
|
|
|
default: break;
|
|
|
|
}
|
2011-11-16 22:17:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
GSTextureOGL::~GSTextureOGL()
|
|
|
|
{
|
2011-12-15 18:27:58 +00:00
|
|
|
glDeleteBuffers(1, &m_extra_buffer_id);
|
2011-12-30 13:55:33 +00:00
|
|
|
glDeleteTextures(1, &m_texture_id);
|
2011-11-16 22:17:37 +00:00
|
|
|
}
|
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
void GSTextureOGL::Attach(GLenum attachment)
|
2011-11-16 22:17:37 +00:00
|
|
|
{
|
2012-02-11 10:22:02 +00:00
|
|
|
//fprintf(stderr, "format %d,%x\n", m_type, m_format);
|
2011-12-30 13:55:33 +00:00
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, m_texture_target, m_texture_id, 0);
|
2012-02-11 10:22:02 +00:00
|
|
|
// FIXME DEBUG
|
|
|
|
//fprintf(stderr, "FB status %x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
|
2011-11-16 22:17:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
|
|
|
|
{
|
2011-12-07 22:05:46 +00:00
|
|
|
if (m_type == GSTexture::DepthStencil || m_type == GSTexture::Offscreen) assert(0);
|
|
|
|
|
|
|
|
// FIXME warning order of the y axis
|
|
|
|
// FIXME I'm not confident with GL_UNSIGNED_BYTE type
|
|
|
|
|
2012-01-31 17:08:05 +00:00
|
|
|
EnableUnit(2);
|
2011-12-07 22:05:46 +00:00
|
|
|
|
2011-12-30 22:25:17 +00:00
|
|
|
// pitch could be different of width*element_size
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch>>2);
|
|
|
|
// FIXME : it crash on colin mcrae rally 3 (others game too) when the size is 16
|
2011-12-31 14:38:58 +00:00
|
|
|
//fprintf(stderr, "Texture %dx%d with a pitch of %d\n", m_size.x, m_size.y, pitch >>2);
|
|
|
|
//fprintf(stderr, "Box (%d,%d)x(%d,%d)\n", r.x, r.y, r.width(), r.height());
|
|
|
|
|
2012-02-11 10:22:02 +00:00
|
|
|
if (m_format == GL_RGBA8)
|
|
|
|
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
else if (m_format == GL_R16UI)
|
|
|
|
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED_INTEGER, GL_R16UI, data);
|
|
|
|
else if (m_format == GL_R8)
|
|
|
|
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RED, GL_R8, data);
|
|
|
|
else {
|
|
|
|
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
|
|
|
|
assert(0);
|
|
|
|
}
|
2011-12-31 14:38:58 +00:00
|
|
|
#if 0
|
|
|
|
//if (m_size.x != 16)
|
|
|
|
if (r.width() > 16 && r.height() > 16)
|
|
|
|
glTexSubImage2D(m_texture_target, 0, r.x, r.y, r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
else {
|
|
|
|
fprintf(stderr, "skip texture upload\n");
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
#endif
|
2011-12-07 22:05:46 +00:00
|
|
|
|
2011-12-30 22:25:17 +00:00
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
|
2011-12-07 22:05:46 +00:00
|
|
|
|
2011-12-30 22:25:17 +00:00
|
|
|
return true;
|
2011-11-16 22:17:37 +00:00
|
|
|
#if 0
|
|
|
|
if(m_dev && m_texture)
|
|
|
|
{
|
|
|
|
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
|
|
|
|
|
|
|
|
m_ctx->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
void GSTextureOGL::EnableUnit(uint unit)
|
|
|
|
{
|
2011-12-30 13:55:33 +00:00
|
|
|
if (!IsBackbuffer()) {
|
|
|
|
// FIXME
|
|
|
|
// Howto allocate the texture unit !!!
|
|
|
|
// In worst case the HW renderer seems to use 3 texture unit
|
|
|
|
// For the moment SW renderer only use 1 so don't bother
|
|
|
|
if (g_state_texture_unit != unit) {
|
|
|
|
g_state_texture_unit = unit;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + unit);
|
|
|
|
// When you change the texture unit, texture must be rebinded
|
|
|
|
g_state_texture_id = m_texture_id;
|
|
|
|
glBindTexture(m_texture_target, m_texture_id);
|
|
|
|
} else if (g_state_texture_id != m_texture_id) {
|
|
|
|
g_state_texture_id = m_texture_id;
|
|
|
|
glBindTexture(m_texture_target, m_texture_id);
|
|
|
|
}
|
2011-11-21 22:36:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-11-16 22:17:37 +00:00
|
|
|
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
|
|
|
|
{
|
|
|
|
// The function allow to modify the texture from the CPU
|
|
|
|
// Set m.bits <- pointer to the data
|
|
|
|
// Set m.pitch <- size of a row
|
|
|
|
// I think in opengl we need to copy back the data to the RAM: glReadPixels — read a block of pixels from the frame buffer
|
|
|
|
//
|
|
|
|
// glMapBuffer — map a buffer object's data store
|
2011-11-21 22:36:03 +00:00
|
|
|
// Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER
|
2011-12-23 12:32:40 +00:00
|
|
|
if (m_type == GSTexture::Offscreen) {
|
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_extra_buffer_id);
|
|
|
|
// FIXME It might be possible to only map a subrange of the texture based on r object
|
|
|
|
|
|
|
|
// Load the PBO
|
2012-02-11 10:22:02 +00:00
|
|
|
if (m_format == GL_RGBA8)
|
2011-12-23 12:32:40 +00:00
|
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
2012-02-11 10:22:02 +00:00
|
|
|
else if (m_format == GL_R16UI)
|
|
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0);
|
|
|
|
else if (m_format == GL_R8)
|
|
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, 0);
|
|
|
|
else {
|
|
|
|
fprintf(stderr, "wrong texture pixel format :%x\n", m_format);
|
2011-12-23 12:32:40 +00:00
|
|
|
assert(0);
|
2012-02-11 10:22:02 +00:00
|
|
|
}
|
2011-12-23 12:32:40 +00:00
|
|
|
|
|
|
|
// Give access from the CPU
|
|
|
|
uint32 map_flags = GL_MAP_READ_BIT;
|
|
|
|
m.bits = (uint8*) glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, map_flags);
|
|
|
|
m.pitch = m_size.x;
|
|
|
|
|
2011-12-29 14:24:26 +00:00
|
|
|
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
|
|
|
|
2011-12-23 12:32:40 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2011-11-21 22:36:03 +00:00
|
|
|
return false;
|
2011-11-16 22:17:37 +00:00
|
|
|
#if 0
|
|
|
|
if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
|
|
|
|
{
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
|
|
|
|
|
|
if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
|
|
|
|
{
|
|
|
|
m.bits = (uint8*)map.pData;
|
|
|
|
m.pitch = (int)map.RowPitch;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void GSTextureOGL::Unmap()
|
|
|
|
{
|
2011-12-23 12:32:40 +00:00
|
|
|
if (m_type == GSTexture::Offscreen) {
|
|
|
|
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
|
2011-11-16 22:17:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-12-07 22:05:46 +00:00
|
|
|
#ifndef _WINDOWS
|
|
|
|
|
|
|
|
#pragma pack(push, 1)
|
|
|
|
|
|
|
|
struct BITMAPFILEHEADER
|
|
|
|
{
|
|
|
|
uint16 bfType;
|
|
|
|
uint32 bfSize;
|
|
|
|
uint16 bfReserved1;
|
|
|
|
uint16 bfReserved2;
|
|
|
|
uint32 bfOffBits;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct BITMAPINFOHEADER
|
|
|
|
{
|
|
|
|
uint32 biSize;
|
|
|
|
int32 biWidth;
|
|
|
|
int32 biHeight;
|
|
|
|
uint16 biPlanes;
|
|
|
|
uint16 biBitCount;
|
|
|
|
uint32 biCompression;
|
|
|
|
uint32 biSizeImage;
|
|
|
|
int32 biXPelsPerMeter;
|
|
|
|
int32 biYPelsPerMeter;
|
|
|
|
uint32 biClrUsed;
|
|
|
|
uint32 biClrImportant;
|
|
|
|
};
|
|
|
|
|
|
|
|
#define BI_RGB 0
|
|
|
|
|
|
|
|
#pragma pack(pop)
|
|
|
|
|
|
|
|
#endif
|
2012-01-02 20:08:11 +00:00
|
|
|
void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch)
|
|
|
|
{
|
|
|
|
// Build a BMP file
|
|
|
|
FILE* fp = fopen(fn.c_str(), "wb");
|
|
|
|
|
|
|
|
BITMAPINFOHEADER bih;
|
|
|
|
|
|
|
|
memset(&bih, 0, sizeof(bih));
|
|
|
|
|
|
|
|
bih.biSize = sizeof(bih);
|
|
|
|
bih.biWidth = m_size.x;
|
|
|
|
bih.biHeight = m_size.y;
|
|
|
|
bih.biPlanes = 1;
|
|
|
|
bih.biBitCount = 32;
|
|
|
|
bih.biCompression = BI_RGB;
|
|
|
|
bih.biSizeImage = m_size.x * m_size.y << 2;
|
|
|
|
|
|
|
|
BITMAPFILEHEADER bfh;
|
|
|
|
|
|
|
|
memset(&bfh, 0, sizeof(bfh));
|
|
|
|
|
|
|
|
uint8* bfType = (uint8*)&bfh.bfType;
|
|
|
|
|
|
|
|
// bfh.bfType = 'MB';
|
|
|
|
bfType[0] = 0x42;
|
|
|
|
bfType[1] = 0x4d;
|
|
|
|
bfh.bfOffBits = sizeof(bfh) + sizeof(bih);
|
|
|
|
bfh.bfSize = bfh.bfOffBits + bih.biSizeImage;
|
|
|
|
bfh.bfReserved1 = bfh.bfReserved2 = 0;
|
|
|
|
|
|
|
|
fwrite(&bfh, 1, sizeof(bfh), fp);
|
|
|
|
fwrite(&bih, 1, sizeof(bih), fp);
|
|
|
|
|
|
|
|
uint8* data = (uint8*)image + (m_size.y - 1) * pitch;
|
|
|
|
|
|
|
|
for(int h = m_size.y; h > 0; h--, data -= pitch)
|
|
|
|
{
|
|
|
|
if (IsDss()) {
|
|
|
|
// Only get the depth and convert it to an integer
|
|
|
|
uint8* better_data = data;
|
|
|
|
for (int w = m_size.x; w > 0; w--, better_data += 8) {
|
|
|
|
float* input = (float*)better_data;
|
|
|
|
// FIXME how to dump 32 bits value into 8bits component color
|
|
|
|
uint32 depth = (uint32)ldexpf(*input, 32);
|
|
|
|
uint8 small_depth = depth >> 24;
|
|
|
|
uint8 better_data[4] = {small_depth, small_depth, small_depth, 0 };
|
|
|
|
fwrite(&better_data, 1, 4, fp);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// swap red and blue
|
|
|
|
uint8* better_data = data;
|
|
|
|
for (int w = m_size.x; w > 0; w--, better_data += 4) {
|
|
|
|
uint8 red = better_data[2];
|
|
|
|
better_data[2] = better_data[0];
|
|
|
|
better_data[0] = red;
|
|
|
|
fwrite(better_data, 1, 4, fp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fclose(fp);
|
|
|
|
}
|
2011-12-07 22:05:46 +00:00
|
|
|
|
2011-11-16 22:17:37 +00:00
|
|
|
bool GSTextureOGL::Save(const string& fn, bool dds)
|
|
|
|
{
|
2011-12-07 22:05:46 +00:00
|
|
|
// Collect the texture data
|
2011-12-29 14:24:26 +00:00
|
|
|
uint32 pitch = 4 * m_size.x;
|
|
|
|
if (IsDss()) pitch *= 2;
|
|
|
|
char* image = (char*)malloc(pitch * m_size.y);
|
|
|
|
|
2012-01-02 20:08:11 +00:00
|
|
|
// FIXME instead of swapping manually B and R maybe you can request the driver to do it
|
|
|
|
// for us
|
2011-12-23 12:32:40 +00:00
|
|
|
if (IsBackbuffer()) {
|
2011-12-07 22:05:46 +00:00
|
|
|
glReadBuffer(GL_BACK);
|
|
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
2011-12-29 14:24:26 +00:00
|
|
|
} else if(IsDss()) {
|
2012-01-31 17:08:05 +00:00
|
|
|
EnableUnit(2);
|
2011-12-30 13:55:33 +00:00
|
|
|
glGetTexImage(m_texture_target, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, image);
|
2011-12-23 12:32:40 +00:00
|
|
|
} else {
|
2012-01-08 21:59:42 +00:00
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
|
|
|
|
2012-01-31 17:08:05 +00:00
|
|
|
EnableUnit(2);
|
2012-01-08 21:59:42 +00:00
|
|
|
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, m_texture_target, m_texture_id, 0);
|
|
|
|
|
|
|
|
glReadBuffer(GL_COLOR_ATTACHMENT1);
|
|
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
|
|
|
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
2011-12-07 22:05:46 +00:00
|
|
|
}
|
|
|
|
|
2012-01-02 20:08:11 +00:00
|
|
|
Save(fn, image, pitch);
|
|
|
|
free(image);
|
2011-12-07 22:05:46 +00:00
|
|
|
|
2012-01-02 20:08:11 +00:00
|
|
|
return true;
|
2011-11-16 22:17:37 +00:00
|
|
|
}
|
|
|
|
|