mirror of https://github.com/PCSX2/pcsx2.git
638 lines
16 KiB
C++
638 lines
16 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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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint32 g_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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GLuint m_pool[PBO_POOL_SIZE];
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uint32 m_offset[PBO_POOL_SIZE];
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char* m_map[PBO_POOL_SIZE];
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uint32 m_current_pbo = 0;
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uint32 m_size;
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const uint32 m_pbo_size = 4*1024*1024;
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#ifndef ENABLE_GLES
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// Option for buffer storage
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// Note there is a barrier (but maybe coherent is faster)
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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 map_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT /*| GL_MAP_COHERENT_BIT*/;
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// FIXME do I need GL_DYNAMIC_STORAGE_BIT to allow write?
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const GLbitfield create_flags = map_flags /*| GL_DYNAMIC_STORAGE_BIT*/ | GL_CLIENT_STORAGE_BIT;
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#endif
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void Init() {
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gl_GenBuffers(countof(m_pool), m_pool);
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for (size_t i = 0; i < countof(m_pool); i++) {
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BindPbo();
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if (GLLoader::found_GL_ARB_buffer_storage) {
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#ifndef ENABLE_GLES
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gl_BufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
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m_map[m_current_pbo] = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
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#endif
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} else {
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gl_BufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
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m_map[m_current_pbo] = NULL;
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}
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NextPbo();
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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 %d but need %d\n", m_pbo_size, m_size);
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}
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if (GLLoader::found_GL_ARB_buffer_storage) {
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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NextPbo();
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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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map = m_map[m_current_pbo] + m_offset[m_current_pbo];
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} else {
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GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
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if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
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NextPbo();
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flags &= ~GL_MAP_INVALIDATE_RANGE_BIT;
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flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
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}
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// Pbo ready let's get a pointer
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BindPbo();
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// Be sure the map is aligned
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map = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
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}
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return map;
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}
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// Used to unmap the buffer when context was detached.
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void UnmapAll() {
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for (size_t i = 0; i < countof(m_pool); i++) {
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m_map[i] = NULL;
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m_offset[m_current_pbo] = 0;
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}
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}
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void Unmap() {
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if (GLLoader::found_GL_ARB_buffer_storage) {
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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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//gl_MemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
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} else {
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gl_UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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}
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uint32 Offset() {
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return m_offset[m_current_pbo];
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}
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void Destroy() {
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if (GLLoader::found_GL_ARB_buffer_storage)
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UnmapAll();
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gl_DeleteBuffers(countof(m_pool), m_pool);
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}
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void BindPbo() {
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gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]);
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}
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void NextPbo() {
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m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1);
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// Mark new PBO as free
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m_offset[m_current_pbo] = 0;
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}
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void UnbindPbo() {
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gl_BindBuffer(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_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
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}
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}
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// FIXME: check if it possible to always use those setup by default
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// glPixelStorei(GL_PACK_ALIGNMENT, 1);
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// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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: m_pbo_id(0),
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m_pbo_size(0)
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{
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// m_size.x = w;
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// m_size.y = h;
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// FIXME
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m_size.x = max(1,w);
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m_size.y = 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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memset(&m_handles, 0, countof(m_handles) * sizeof(m_handles[0]) );
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// Bunch of constant parameter
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switch (m_format) {
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case GL_R32I:
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m_int_format = GL_RED_INTEGER;
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m_int_type = GL_INT;
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m_int_alignment = 4;
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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_alignment = 2;
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m_int_shift = 1;
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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_alignment = 4;
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m_int_shift = 2;
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break;
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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_alignment = 1;
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m_int_shift = 0;
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break;
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case 0:
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case GL_DEPTH32F_STENCIL8:
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// Backbuffer & dss aren't important
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m_int_format = 0;
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m_int_type = 0;
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m_int_alignment = 0;
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m_int_shift = 0;
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break;
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default:
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ASSERT(0);
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}
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// Generate the buffer
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switch (m_type) {
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case GSTexture::Offscreen:
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//FIXME I not sure we need a pixel buffer object. It seems more a texture
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// gl_GenBuffers(1, &m_texture_id);
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// ASSERT(0);
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case GSTexture::Texture:
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case GSTexture::RenderTarget:
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case GSTexture::DepthStencil:
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glGenTextures(1, &m_texture_id);
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break;
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case GSTexture::Backbuffer:
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break;
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default:
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break;
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}
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// Allocate the buffer
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switch (m_type) {
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case GSTexture::Offscreen:
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// Extra buffer to handle various pixel transfer
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gl_GenBuffers(1, &m_pbo_id);
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// Allocate a pbo with the texture
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m_pbo_size = (m_size.x * m_size.y) << m_int_shift;
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gl_BindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
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gl_BufferData(GL_PIXEL_PACK_BUFFER, m_pbo_size, NULL, GL_STREAM_READ);
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gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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case GSTexture::DepthStencil:
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case GSTexture::RenderTarget:
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case GSTexture::Texture:
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EnableUnit();
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gl_TexStorage2D(GL_TEXTURE_2D, 1, m_format, m_size.x, m_size.y);
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break;
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default: break;
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}
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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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if (m_texture_id == GLState::tex)
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GLState::tex = 0;
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if (m_texture_id == GLState::tex_unit[0])
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GLState::tex_unit[0] = 0;
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if (m_texture_id == GLState::tex_unit[1])
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GLState::tex_unit[1] = 0;
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gl_DeleteBuffers(1, &m_pbo_id);
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glDeleteTextures(1, &m_texture_id);
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}
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void GSTextureOGL::Clear(const void *data)
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{
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#ifndef ENABLE_GLES
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gl_ClearTexImage(m_texture_id, 0, m_int_format, m_int_type, data);
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#endif
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}
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bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
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{
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ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
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EnableUnit();
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// Note: reduce noise for gl retracers
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// It might introduce bug after an emulator pause so always set it in standard mode
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if (GLLoader::in_replayer) {
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static uint32 unpack_alignment = 0;
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if (unpack_alignment != m_int_alignment) {
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unpack_alignment = m_int_alignment;
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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}
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} else {
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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}
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char* src = (char*)data;
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char* map = PboPool::Map(r.height() * pitch);
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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// Note: pitch is the line size that will be copied into the PBO
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// pitch >> m_int_shift is the line size that will be actually dma-ed into the GPU
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g_texture_upload_byte += pitch * r.height();
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#endif
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memcpy(map, src, pitch*r.height());
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PboPool::Unmap();
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// Note: reduce noise for gl retracers
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// It might introduce bug after an emulator pause so always set it in standard mode
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if (GLLoader::in_replayer) {
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static int unpack_row_length = 0;
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if (unpack_row_length != (pitch >> m_int_shift)) {
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unpack_row_length = pitch >> m_int_shift;
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glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
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}
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} else {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
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// Normally only affect TexSubImage call. (i.e. only the previous line)
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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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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return true;
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// For reference, standard upload without pbo (Used to crash on FGLRX)
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#if 0
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// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
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glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
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glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
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// FIXME useful?
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
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return true;
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#endif
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}
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GLuint64 GSTextureOGL::GetHandle(GLuint sampler_id)
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{
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ASSERT(sampler_id < 12);
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#ifndef ENABLE_GLES
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if (!m_handles[sampler_id]) {
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m_handles[sampler_id] = gl_GetTextureSamplerHandleARB(m_texture_id, sampler_id);
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gl_MakeTextureHandleResidentARB(m_handles[sampler_id]);
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}
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#endif
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return m_handles[sampler_id];
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}
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void GSTextureOGL::EnableUnit()
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{
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/* Not a real texture */
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ASSERT(!IsBackbuffer());
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if (GLState::tex != m_texture_id) {
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GLState::tex = m_texture_id;
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glBindTexture(GL_TEXTURE_2D, m_texture_id);
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}
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}
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bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
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{
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if (m_type != GSTexture::Offscreen) return false;
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// The function allow to modify the texture from the CPU
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// Set m.bits <- pointer to the data
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// Set m.pitch <- size of a row
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// I think in opengl we need to copy back the data to the RAM: glReadPixels — read a block of pixels from the frame buffer
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//
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// gl_MapBuffer — map a buffer object's data store
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// Can be used on GL_PIXEL_UNPACK_BUFFER or GL_TEXTURE_BUFFER
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// Bind the texture to the read framebuffer to avoid any disturbance
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EnableUnit();
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gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
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gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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// FIXME It might be possible to only read a subrange of the texture based on r object
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// Load the PBO with the data
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gl_BindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo_id);
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glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
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glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, 0);
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m.pitch = m_size.x << m_int_shift;
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gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Give access from the CPU
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m.bits = (uint8*) gl_MapBufferRange(GL_PIXEL_PACK_BUFFER, 0, m_pbo_size, GL_MAP_READ_BIT);
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if ( m.bits ) {
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return true;
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} else {
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fprintf(stderr, "bad mapping of the pbo\n");
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gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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return false;
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}
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#if 0
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if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
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{
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m.bits = (uint8*)map.pData;
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m.pitch = (int)map.RowPitch;
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return true;
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}
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}
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return false;
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#endif
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}
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void GSTextureOGL::Unmap()
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{
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if (m_type == GSTexture::Offscreen) {
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gl_UnmapBuffer(GL_PIXEL_PACK_BUFFER);
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gl_BindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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}
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#ifndef _WINDOWS
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#pragma pack(push, 1)
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struct BITMAPFILEHEADER
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{
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uint16 bfType;
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uint32 bfSize;
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uint16 bfReserved1;
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uint16 bfReserved2;
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uint32 bfOffBits;
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};
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struct BITMAPINFOHEADER
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{
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uint32 biSize;
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int32 biWidth;
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int32 biHeight;
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uint16 biPlanes;
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uint16 biBitCount;
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uint32 biCompression;
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uint32 biSizeImage;
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int32 biXPelsPerMeter;
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int32 biYPelsPerMeter;
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uint32 biClrUsed;
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uint32 biClrImportant;
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};
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#define BI_RGB 0
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#pragma pack(pop)
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#endif
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void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch)
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{
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// Build a BMP file
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FILE* fp = fopen(fn.c_str(), "wb");
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if (fp == NULL)
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return;
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BITMAPINFOHEADER bih;
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memset(&bih, 0, sizeof(bih));
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bih.biSize = sizeof(bih);
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bih.biWidth = m_size.x;
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bih.biHeight = m_size.y;
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bih.biPlanes = 1;
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bih.biBitCount = 32;
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bih.biCompression = BI_RGB;
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bih.biSizeImage = m_size.x * m_size.y << 2;
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BITMAPFILEHEADER bfh;
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memset(&bfh, 0, sizeof(bfh));
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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 (false && 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
|
|
GLuint depth_integer = (GLuint)(*input * (float)UINT_MAX);
|
|
uint8 r = (depth_integer >> 0) & 0xFF;
|
|
uint8 g = (depth_integer >> 8) & 0xFF;
|
|
uint8 b = (depth_integer >> 16) & 0xFF;
|
|
uint8 a = (depth_integer >> 24) & 0xFF;
|
|
|
|
fwrite(&r, 1, 1, fp);
|
|
fwrite(&g, 1, 1, fp);
|
|
fwrite(&b, 1, 1, fp);
|
|
fwrite(&a, 1, 1, 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);
|
|
}
|
|
|
|
void GSTextureOGL::SaveRaw(const string& fn, const void* image, uint32 pitch)
|
|
{
|
|
// Build a raw CSV file
|
|
FILE* fp = fopen(fn.c_str(), "w");
|
|
if (fp == NULL)
|
|
return;
|
|
|
|
uint32* data = (uint32*)image;
|
|
|
|
for(int h = m_size.y; h > 0; h--) {
|
|
for (int w = m_size.x; w > 0; w--, data += 1) {
|
|
if (*data > 0xffffff)
|
|
;
|
|
else {
|
|
fprintf(fp, "%x", *data);
|
|
}
|
|
if ( w > 1)
|
|
fprintf(fp, ",");
|
|
}
|
|
fprintf(fp, "\n");
|
|
}
|
|
|
|
fclose(fp);
|
|
}
|
|
|
|
|
|
bool GSTextureOGL::Save(const string& fn, bool dds)
|
|
{
|
|
// Collect the texture data
|
|
uint32 pitch = 4 * m_size.x;
|
|
char* image = (char*)malloc(pitch * m_size.y);
|
|
bool status = true;
|
|
|
|
// FIXME instead of swapping manually B and R maybe you can request the driver to do it
|
|
// for us
|
|
if (IsBackbuffer()) {
|
|
//glReadBuffer(GL_BACK);
|
|
//gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
|
} else if(IsDss()) {
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
|
|
|
gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_texture_id, 0);
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image);
|
|
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
} else if(m_format == GL_R32I) {
|
|
gl_ActiveTexture(GL_TEXTURE0 + 6);
|
|
glBindTexture(GL_TEXTURE_2D, m_texture_id);
|
|
|
|
#ifndef ENABLE_GLES
|
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_INT, image);
|
|
SaveRaw(fn, image, pitch);
|
|
#endif
|
|
|
|
// Not supported in Save function
|
|
status = false;
|
|
|
|
} else {
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
|
|
|
gl_ActiveTexture(GL_TEXTURE0 + 6);
|
|
glBindTexture(GL_TEXTURE_2D, m_texture_id);
|
|
|
|
gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
|
|
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
if (m_format == GL_RGBA8)
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, image);
|
|
else if (m_format == GL_R16UI)
|
|
{
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED_INTEGER, GL_UNSIGNED_SHORT, image);
|
|
// Not supported in Save function
|
|
status = false;
|
|
}
|
|
else if (m_format == GL_R8)
|
|
{
|
|
glReadPixels(0, 0, m_size.x, m_size.y, GL_RED, GL_UNSIGNED_BYTE, image);
|
|
// Not supported in Save function
|
|
status = false;
|
|
}
|
|
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
if (status) Save(fn, image, pitch);
|
|
free(image);
|
|
|
|
// Restore state
|
|
gl_ActiveTexture(GL_TEXTURE0 + 3);
|
|
glBindTexture(GL_TEXTURE_2D, GLState::tex);
|
|
|
|
return status;
|
|
}
|
|
|