mirror of https://github.com/PCSX2/pcsx2.git
610 lines
17 KiB
C++
610 lines
17 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include <limits.h>
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#include "GSTextureOGL.h"
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#include "GLState.h"
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#include "GSPng.h"
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint64 g_real_texture_upload_byte;
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#endif
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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namespace PboPool {
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const uint32 m_pbo_size = 64*1024*1024;
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const uint32 m_seg_size = 16*1024*1024;
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GLuint m_buffer;
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uptr m_offset;
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char* m_map;
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uint32 m_size;
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GLsync m_fence[m_pbo_size/m_seg_size];
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// Option for buffer storage
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// XXX: actually does I really need coherent and barrier???
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// As far as I understand glTexSubImage2D is a client-server transfer so no need to make
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// the value visible to the server
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const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
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const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
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const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;
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void Init() {
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glGenBuffers(1, &m_buffer);
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BindPbo();
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glObjectLabel(GL_BUFFER, m_buffer, -1, "PBO");
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
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m_map = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
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m_offset = 0;
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for (size_t i = 0; i < countof(m_fence); i++) {
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m_fence[i] = 0;
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}
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UnbindPbo();
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}
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char* Map(uint32 size) {
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char* map;
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m_size = size;
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if (m_size > m_pbo_size) {
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fprintf(stderr, "BUG: PBO too small %u but need %u\n", m_pbo_size, m_size);
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}
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// Note: texsubimage will access currently bound buffer
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// Pbo ready let's get a pointer
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BindPbo();
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Sync();
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map = m_map + m_offset;
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return map;
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}
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void Unmap() {
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset, m_size);
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}
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uptr Offset() {
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return m_offset;
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}
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void Destroy() {
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m_map = NULL;
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m_offset = 0;
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for (size_t i = 0; i < countof(m_fence); i++) {
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glDeleteSync(m_fence[i]);
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}
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glDeleteBuffers(1, &m_buffer);
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}
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void BindPbo() {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_buffer);
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}
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void Sync() {
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uint32 segment_current = m_offset / m_seg_size;
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uint32 segment_next = (m_offset + m_size) / m_seg_size;
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if (segment_current != segment_next) {
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if (segment_next >= countof(m_fence)) {
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segment_next = 0;
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}
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// Align current transfer on the start of the segment
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m_offset = m_seg_size * segment_next;
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// protect the left segment
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m_fence[segment_current] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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// Check next segment is free
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if (m_fence[segment_next]) {
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GLenum status = glClientWaitSync(m_fence[segment_next], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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// Potentially it doesn't work on AMD driver which might always return GL_CONDITION_SATISFIED
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if (status != GL_ALREADY_SIGNALED) {
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GL_PERF("GL_PIXEL_UNPACK_BUFFER: Sync Sync (%x)! Buffer too small ?", status);
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}
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glDeleteSync(m_fence[segment_next]);
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m_fence[segment_next] = 0;
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}
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}
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}
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void UnbindPbo() {
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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void EndTransfer() {
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// Note: keep offset aligned for SSE/AVX
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m_offset += (m_size + 63) & ~0x3F;
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}
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}
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GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read, bool mipmap)
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: m_clean(false), m_generate_mipmap(true), m_local_buffer(nullptr), m_r_x(0), m_r_y(0), m_r_w(0), m_r_h(0), m_layer(0)
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{
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// OpenGL didn't like dimensions of size 0
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m_size.x = std::max(1,w);
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m_size.y = std::max(1,h);
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m_format = format;
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m_type = type;
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m_fbo_read = fbo_read;
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m_texture_id = 0;
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m_sparse = false;
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m_max_layer = 1;
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// Bunch of constant parameter
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switch (m_format) {
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// 1 Channel integer
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case GL_R32UI:
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case GL_R32I:
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m_int_format = GL_RED_INTEGER;
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m_int_type = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_INT;
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m_int_shift = 2;
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break;
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case GL_R16UI:
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m_int_format = GL_RED_INTEGER;
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m_int_type = GL_UNSIGNED_SHORT;
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m_int_shift = 1;
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break;
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// 1 Channel normalized
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case GL_R8:
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m_int_format = GL_RED;
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m_int_type = GL_UNSIGNED_BYTE;
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m_int_shift = 0;
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break;
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// 4 channel normalized
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case GL_RGBA16:
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m_int_format = GL_RGBA;
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m_int_type = GL_UNSIGNED_SHORT;
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m_int_shift = 3;
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break;
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case GL_RGBA8:
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m_int_format = GL_RGBA;
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m_int_type = GL_UNSIGNED_BYTE;
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m_int_shift = 2;
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break;
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// 4 channel integer
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case GL_RGBA16I:
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case GL_RGBA16UI:
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m_int_format = GL_RGBA_INTEGER;
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m_int_type = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT;
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m_int_shift = 3;
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break;
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// 4 channel float
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case GL_RGBA32F:
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m_int_format = GL_RGBA;
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m_int_type = GL_FLOAT;
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m_int_shift = 4;
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break;
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case GL_RGBA16F:
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m_int_format = GL_RGBA;
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m_int_type = GL_HALF_FLOAT;
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m_int_shift = 3;
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break;
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// Depth buffer
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case GL_DEPTH32F_STENCIL8:
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m_int_format = GL_DEPTH_STENCIL;
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m_int_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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m_int_shift = 3; // 4 bytes for depth + 4 bytes for stencil by texels
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break;
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// Backbuffer
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case 0:
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m_int_format = 0;
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m_int_type = 0;
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m_int_shift = 2; // 4 bytes by texels
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break;
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default:
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m_int_format = 0;
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m_int_type = 0;
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m_int_shift = 0;
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ASSERT(0);
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}
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switch (m_type) {
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case GSTexture::Backbuffer:
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return; // backbuffer isn't a real texture
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case GSTexture::Offscreen:
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// Offscreen is only used to read color. So it only requires 4B by pixel
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m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
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break;
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case GSTexture::Texture:
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// Only 32 bits input texture will be supported for mipmap
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m_max_layer = mipmap && m_format == GL_RGBA8 ? (int)log2(std::max(w,h)) : 1;
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break;
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case SparseRenderTarget:
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case SparseDepthStencil:
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m_sparse = true;
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break;
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default:
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break;
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}
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switch (m_format) {
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case GL_R16UI:
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case GL_R8:
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m_sparse &= GLLoader::found_compatible_GL_ARB_sparse_texture2;
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SetGpuPageSize(GSVector2i(255, 255));
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break;
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case GL_R32UI:
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case GL_R32I:
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case GL_RGBA16:
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case GL_RGBA8:
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case GL_RGBA16I:
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case GL_RGBA16UI:
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case GL_RGBA16F:
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case 0:
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m_sparse &= GLLoader::found_compatible_GL_ARB_sparse_texture2;
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SetGpuPageSize(GSVector2i(127, 127));
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break;
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case GL_RGBA32F:
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m_sparse &= GLLoader::found_compatible_GL_ARB_sparse_texture2;
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SetGpuPageSize(GSVector2i(63, 63));
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break;
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case GL_DEPTH32F_STENCIL8:
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m_sparse &= GLLoader::found_compatible_sparse_depth;
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SetGpuPageSize(GSVector2i(127, 127));
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break;
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default:
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ASSERT(0);
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}
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// Create a gl object (texture isn't allocated here)
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glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
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if (m_format == GL_R8) {
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// Emulate DX behavior, beside it avoid special code in shader to differentiate
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// palette texture from a GL_RGBA target or a GL_R texture.
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glTextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED);
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}
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if (m_sparse) {
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GSVector2i old_size = m_size;
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m_size = RoundUpPage(m_size);
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if (m_size != old_size) {
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fprintf(stderr, "Sparse texture size (%dx%d) isn't a multiple of gpu page size (%dx%d)\n",
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old_size.x, old_size.y, m_gpu_page_size.x, m_gpu_page_size.y);
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}
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glTextureParameteri(m_texture_id, GL_TEXTURE_SPARSE_ARB, true);
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} else {
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m_committed_size = m_size;
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}
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m_mem_usage = (m_committed_size.x * m_committed_size.y) << m_int_shift;
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static int every_512 = 0;
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GLState::available_vram -= m_mem_usage;
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if ((GLState::available_vram < 0) && (every_512 % 512 == 0)) {
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fprintf(stderr, "Available VRAM is very low (%lld), a crash is expected ! Disable Larger framebuffer or reduce upscaling!\n", GLState::available_vram);
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every_512++;
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// Pull emergency break
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throw std::bad_alloc();
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}
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glTextureStorage2D(m_texture_id, m_max_layer + GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
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}
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GSTextureOGL::~GSTextureOGL()
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{
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/* Unbind the texture from our local state */
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if (m_texture_id == GLState::rt)
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GLState::rt = 0;
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if (m_texture_id == GLState::ds)
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GLState::ds = 0;
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for (size_t i = 0; i < countof(GLState::tex_unit); i++) {
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if (m_texture_id == GLState::tex_unit[i])
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GLState::tex_unit[i] = 0;
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}
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glDeleteTextures(1, &m_texture_id);
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GLState::available_vram += m_mem_usage;
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if (m_local_buffer)
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_aligned_free(m_local_buffer);
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}
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void GSTextureOGL::Clear(const void* data)
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{
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glClearTexImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, data);
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}
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void GSTextureOGL::Clear(const void* data, const GSVector4i& area)
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{
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glClearTexSubImage(m_texture_id, GL_TEX_LEVEL_0, area.x, area.y, 0, area.width(), area.height(), 1, m_int_format, m_int_type, data);
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}
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bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch, int layer)
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{
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ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
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if (layer >= m_max_layer)
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return true;
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// Default upload path for the texture is the Map/Unmap
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// This path is mostly used for palette. But also for texture that could
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// overflow the pbo buffer
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// Data upload is rather small typically 64B or 1024B. So don't bother with PBO
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// and directly send the data to the GL synchronously
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m_clean = false;
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uint32 row_byte = r.width() << m_int_shift;
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uint32 map_size = r.height() * row_byte;
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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g_real_texture_upload_byte += map_size;
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#endif
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#if 0
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if (r.height() == 1) {
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// Palette data. Transfer is small either 64B or 1024B.
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// Sometimes it is faster, sometimes slower.
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glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
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return true;
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}
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#endif
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GL_PUSH("Upload Texture %d", m_texture_id);
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// The easy solution without PBO
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#if 0
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// Likely a bad texture
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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glTextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
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#endif
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// The complex solution with PBO
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#if 1
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char* src = (char*)data;
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char* map = PboPool::Map(map_size);
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// PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch
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// Note: row_byte != pitch
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for (int h = 0; h < r.height(); h++) {
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memcpy(map, src, row_byte);
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map += row_byte;
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src += pitch;
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}
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PboPool::Unmap();
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glTextureSubImage2D(m_texture_id, layer, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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PboPool::UnbindPbo();
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PboPool::EndTransfer();
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#endif
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m_generate_mipmap = true;
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return true;
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}
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bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r, int layer)
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{
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if (layer >= m_max_layer)
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return false;
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GSVector4i r = _r ? *_r : GSVector4i(0, 0, m_size.x, m_size.y);
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// Will need some investigation
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ASSERT(r.width() != 0);
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ASSERT(r.height() != 0);
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uint32 row_byte = r.width() << m_int_shift;
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m.pitch = row_byte;
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if (m_type == GSTexture::Offscreen) {
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// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
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// architecture is waiting the data right now.
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#if 0
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// Maybe it is as good as the code below. I don't know
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// With openGL 4.5 you can use glGetTextureSubImage
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glGetTextureSubImage(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, 0, r.width(), r.height(), 1, m_int_format, m_int_type, m_size.x * m_size.y * 4, m_local_buffer);
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#else
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// Bind the texture to the read framebuffer to avoid any disturbance
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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// In case a target is 16 bits (GT4)
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glPixelStorei(GL_PACK_ALIGNMENT, 1u << m_int_shift);
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glReadPixels(r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, m_local_buffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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#endif
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m.bits = m_local_buffer;
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return true;
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} else if (m_type == GSTexture::Texture || m_type == GSTexture::RenderTarget) {
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GL_PUSH_("Upload Texture %d", m_texture_id); // POP is in Unmap
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m_clean = false;
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uint32 map_size = r.height() * row_byte;
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m.bits = (uint8*)PboPool::Map(map_size);
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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g_real_texture_upload_byte += map_size;
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#endif
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// Save the area for the unmap
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m_r_x = r.x;
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m_r_y = r.y;
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m_r_w = r.width();
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m_r_h = r.height();
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m_layer = layer;
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return true;
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}
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return false;
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}
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void GSTextureOGL::Unmap()
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{
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if (m_type == GSTexture::Texture || m_type == GSTexture::RenderTarget) {
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PboPool::Unmap();
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glTextureSubImage2D(m_texture_id, m_layer, m_r_x, m_r_y, m_r_w, m_r_h, m_int_format, m_int_type, (const void*)PboPool::Offset());
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// FIXME OGL4: investigate, only 1 unpack buffer always bound
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PboPool::UnbindPbo();
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PboPool::EndTransfer();
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m_generate_mipmap = true;
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GL_POP(); // PUSH is in Map
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}
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}
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void GSTextureOGL::GenerateMipmap()
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{
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if (m_generate_mipmap && m_max_layer > 1) {
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glGenerateTextureMipmap(m_texture_id);
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m_generate_mipmap = false;
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}
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}
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void GSTextureOGL::CommitPages(const GSVector2i& region, bool commit)
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{
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GLState::available_vram += m_mem_usage;
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if (commit) {
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if (m_committed_size.x == 0) {
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// Nothing allocated so far
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GL_INS("CommitPages initial %dx%d of %u", region.x, region.y, m_texture_id);
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glTexturePageCommitmentEXT(m_texture_id, GL_TEX_LEVEL_0, 0, 0, 0, region.x, region.y, 1, commit);
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} else {
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GL_INS("CommitPages extend %dx%d to %dx%d of %u", m_committed_size.x, m_committed_size.y, region.x, region.y, m_texture_id);
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int w = region.x - m_committed_size.x;
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int h = region.y - m_committed_size.y;
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// Extend width
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glTexturePageCommitmentEXT(m_texture_id, GL_TEX_LEVEL_0, m_committed_size.x, 0, 0, w, m_committed_size.y, 1, commit);
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// Extend height
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glTexturePageCommitmentEXT(m_texture_id, GL_TEX_LEVEL_0, 0, m_committed_size.y, 0, region.x, h, 1, commit);
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}
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m_committed_size = region;
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} else {
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// Release everything
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GL_INS("CommitPages release of %u", m_texture_id);
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glTexturePageCommitmentEXT(m_texture_id, GL_TEX_LEVEL_0, 0, 0, 0, m_committed_size.x, m_committed_size.y, 1, commit);
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m_committed_size = GSVector2i(0, 0);
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}
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m_mem_usage = (m_committed_size.x * m_committed_size.y) << m_int_shift;
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GLState::available_vram -= m_mem_usage;
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}
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bool GSTextureOGL::Save(const std::string& fn)
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{
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// Collect the texture data
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uint32 pitch = 4 * m_committed_size.x;
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uint32 buf_size = pitch * m_committed_size.y * 2;// Note *2 for security (depth/stencil)
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std::unique_ptr<uint8[]> image(new uint8[buf_size]);
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#ifdef ENABLE_OGL_DEBUG
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GSPng::Format fmt = GSPng::RGB_A_PNG;
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#else
|
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GSPng::Format fmt = GSPng::RGB_PNG;
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#endif
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if (IsBackbuffer()) {
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glReadPixels(0, 0, m_committed_size.x, m_committed_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
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} else if(IsDss()) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture_id, 0);
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glReadPixels(0, 0, m_committed_size.x, m_committed_size.y, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image.get());
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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fmt = GSPng::RGB_A_PNG;
|
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} else if(m_format == GL_R32I) {
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// Note: 4.5 function used for accurate DATE
|
|
// barely used outside of dev and not sparse anyway
|
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glGetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image.get());
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fmt = GSPng::R32I_PNG;
|
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} else {
|
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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|
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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|
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if (m_format == GL_RGBA8) {
|
|
glReadPixels(0, 0, m_committed_size.x, m_committed_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image.get());
|
|
}
|
|
else if (m_format == GL_R16UI)
|
|
{
|
|
glReadPixels(0, 0, m_committed_size.x, m_committed_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image.get());
|
|
fmt = GSPng::R16I_PNG;
|
|
}
|
|
else if (m_format == GL_R8)
|
|
{
|
|
fmt = GSPng::R8I_PNG;
|
|
glReadPixels(0, 0, m_committed_size.x, m_committed_size.y, GL_RED, GL_UNSIGNED_BYTE, image.get());
|
|
}
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
int compression = theApp.GetConfigI("png_compression_level");
|
|
return GSPng::Save(fmt, fn, image.get(), m_committed_size.x, m_committed_size.y, pitch, compression);
|
|
}
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uint32 GSTextureOGL::GetMemUsage()
|
|
{
|
|
return m_mem_usage;
|
|
}
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