mirror of https://github.com/PCSX2/pcsx2.git
610 lines
16 KiB
C++
610 lines
16 KiB
C++
/*
|
|
* 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include <limits.h>
|
|
#include "GSTextureOGL.h"
|
|
#include "GLState.h"
|
|
#include "GSPng.h"
|
|
|
|
#ifdef ENABLE_OGL_DEBUG_MEM_BW
|
|
extern uint64 g_real_texture_upload_byte;
|
|
#endif
|
|
|
|
// FIXME find the optimal number of PBO
|
|
#define PBO_POOL_SIZE 8
|
|
|
|
// FIXME OGL4: investigate, only 1 unpack buffer always bound
|
|
namespace PboPool {
|
|
|
|
GLuint m_pool[PBO_POOL_SIZE];
|
|
uint32 m_offset[PBO_POOL_SIZE];
|
|
char* m_map[PBO_POOL_SIZE];
|
|
uint32 m_current_pbo = 0;
|
|
uint32 m_size;
|
|
bool m_texture_storage;
|
|
GLsync m_fence[PBO_POOL_SIZE];
|
|
const uint32 m_pbo_size = 4*1024*1024;
|
|
|
|
// Option for buffer storage
|
|
// XXX: actually does I really need coherent and barrier???
|
|
// As far as I understand glTexSubImage2D is a client-server transfer so no need to make
|
|
// the value visible to the server
|
|
const GLbitfield common_flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
|
|
const GLbitfield map_flags = common_flags | GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
const GLbitfield create_flags = common_flags | GL_CLIENT_STORAGE_BIT;
|
|
|
|
// Perf impact (test was only done on a gs dump):
|
|
// Normal (fast): Message:Buffer detailed info: Buffer object 9 (bound to
|
|
// GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_STREAM_COPY) will use VIDEO
|
|
// memory as the source for buffer object operations.
|
|
//
|
|
// Persistent (slower): Message:Buffer detailed info: Buffer object 8
|
|
// (bound to GL_PIXEL_UNPACK_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW)
|
|
// will use DMA CACHED memory as the source for buffer object operations
|
|
void Init() {
|
|
gl_GenBuffers(countof(m_pool), m_pool);
|
|
m_texture_storage = GLLoader::found_GL_ARB_buffer_storage;
|
|
// Code is really faster on MT driver. So far only nvidia support it
|
|
if (!GLLoader::nvidia_buggy_driver)
|
|
m_texture_storage &= (theApp.GetConfig("ogl_texture_storage", 0) == 1);
|
|
|
|
for (size_t i = 0; i < countof(m_pool); i++) {
|
|
BindPbo();
|
|
|
|
if (m_texture_storage) {
|
|
gl_BufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
|
|
m_map[m_current_pbo] = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
|
|
m_fence[m_current_pbo] = 0;
|
|
} else {
|
|
gl_BufferData(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, GL_STREAM_COPY);
|
|
m_map[m_current_pbo] = NULL;
|
|
}
|
|
|
|
NextPbo();
|
|
}
|
|
UnbindPbo();
|
|
}
|
|
|
|
char* Map(uint32 size) {
|
|
char* map;
|
|
m_size = size;
|
|
|
|
if (m_size > m_pbo_size) {
|
|
fprintf(stderr, "BUG: PBO too small %d but need %d\n", m_pbo_size, m_size);
|
|
}
|
|
|
|
if (m_texture_storage) {
|
|
if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
|
|
//NextPbo(); // For test purpose
|
|
NextPboWithSync();
|
|
}
|
|
|
|
// Note: texsubimage will access currently bound buffer
|
|
// Pbo ready let's get a pointer
|
|
BindPbo();
|
|
|
|
map = m_map[m_current_pbo] + m_offset[m_current_pbo];
|
|
|
|
} else {
|
|
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
|
|
|
|
if (m_offset[m_current_pbo] + m_size >= m_pbo_size) {
|
|
NextPbo();
|
|
|
|
flags &= ~GL_MAP_INVALIDATE_RANGE_BIT;
|
|
flags |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
|
}
|
|
|
|
// Pbo ready let's get a pointer
|
|
BindPbo();
|
|
|
|
// Be sure the map is aligned
|
|
map = (char*)gl_MapBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size, flags);
|
|
}
|
|
|
|
return map;
|
|
}
|
|
|
|
void Unmap() {
|
|
if (m_texture_storage) {
|
|
gl_FlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, m_offset[m_current_pbo], m_size);
|
|
} else {
|
|
gl_UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
}
|
|
}
|
|
|
|
uint32 Offset() {
|
|
return m_offset[m_current_pbo];
|
|
}
|
|
|
|
void Destroy() {
|
|
if (m_texture_storage) {
|
|
for (size_t i = 0; i < countof(m_pool); i++) {
|
|
m_map[i] = NULL;
|
|
m_offset[i] = 0;
|
|
gl_DeleteSync(m_fence[i]);
|
|
|
|
// Don't know if we must do it
|
|
gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]);
|
|
gl_UnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
|
}
|
|
gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
gl_DeleteBuffers(countof(m_pool), m_pool);
|
|
}
|
|
|
|
void BindPbo() {
|
|
gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[m_current_pbo]);
|
|
}
|
|
|
|
void NextPbo() {
|
|
m_current_pbo = (m_current_pbo + 1) & (countof(m_pool)-1);
|
|
// Mark new PBO as free
|
|
m_offset[m_current_pbo] = 0;
|
|
}
|
|
|
|
void NextPboWithSync() {
|
|
m_fence[m_current_pbo] = gl_FenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
NextPbo();
|
|
if (m_fence[m_current_pbo]) {
|
|
#ifdef ENABLE_OGL_DEBUG_FENCE
|
|
GLenum status = gl_ClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
|
#else
|
|
gl_ClientWaitSync(m_fence[m_current_pbo], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
|
|
#endif
|
|
gl_DeleteSync(m_fence[m_current_pbo]);
|
|
m_fence[m_current_pbo] = 0;
|
|
|
|
#ifdef ENABLE_OGL_DEBUG_FENCE
|
|
if (status != GL_ALREADY_SIGNALED) {
|
|
fprintf(stderr, "GL_PIXEL_UNPACK_BUFFER: Sync Sync! Buffer too small\n");
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void UnbindPbo() {
|
|
gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
|
|
void EndTransfer() {
|
|
// Note: keep offset aligned for SSE/AVX
|
|
m_offset[m_current_pbo] = (m_offset[m_current_pbo] + m_size + 63) & ~0x3F;
|
|
}
|
|
}
|
|
|
|
// FIXME: check if it possible to always use those setup by default
|
|
// glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
|
|
: m_pbo_size(0), m_dirty(false), m_clean(false), m_local_buffer(NULL)
|
|
{
|
|
// OpenGL didn't like dimensions of size 0
|
|
m_size.x = max(1,w);
|
|
m_size.y = max(1,h);
|
|
m_format = format;
|
|
m_type = type;
|
|
m_fbo_read = fbo_read;
|
|
m_texture_id = 0;
|
|
|
|
// Bunch of constant parameter
|
|
switch (m_format) {
|
|
// 1 Channel integer
|
|
case GL_R32UI:
|
|
case GL_R32I:
|
|
m_int_format = GL_RED_INTEGER;
|
|
m_int_type = (m_format == GL_R32UI) ? GL_UNSIGNED_INT : GL_INT;
|
|
m_int_alignment = 4;
|
|
m_int_shift = 2;
|
|
break;
|
|
case GL_R16UI:
|
|
m_int_format = GL_RED_INTEGER;
|
|
m_int_type = GL_UNSIGNED_SHORT;
|
|
m_int_alignment = 2;
|
|
m_int_shift = 1;
|
|
break;
|
|
|
|
// 1 Channel normalized
|
|
case GL_R8:
|
|
m_int_format = GL_RED;
|
|
m_int_type = GL_UNSIGNED_BYTE;
|
|
m_int_alignment = 1;
|
|
m_int_shift = 0;
|
|
break;
|
|
|
|
// 4 channel normalized
|
|
case GL_RGBA16:
|
|
m_int_format = GL_RGBA;
|
|
m_int_type = GL_UNSIGNED_SHORT;
|
|
m_int_alignment = 8;
|
|
m_int_shift = 3;
|
|
break;
|
|
case GL_RGBA8:
|
|
m_int_format = GL_RGBA;
|
|
m_int_type = GL_UNSIGNED_BYTE;
|
|
m_int_alignment = 4;
|
|
m_int_shift = 2;
|
|
break;
|
|
|
|
// 4 channel integer
|
|
case GL_RGBA16I:
|
|
case GL_RGBA16UI:
|
|
m_int_format = GL_RGBA_INTEGER;
|
|
m_int_type = (m_format == GL_R16UI) ? GL_UNSIGNED_SHORT : GL_SHORT;
|
|
m_int_alignment = 8;
|
|
m_int_shift = 3;
|
|
|
|
// 4 channel float
|
|
case GL_RGBA32F:
|
|
m_int_format = GL_RGBA;
|
|
m_int_type = GL_FLOAT;
|
|
m_int_alignment = 16;
|
|
m_int_shift = 4;
|
|
break;
|
|
case GL_RGBA16F:
|
|
m_int_format = GL_RGBA;
|
|
m_int_type = GL_HALF_FLOAT;
|
|
m_int_alignment = 8;
|
|
m_int_shift = 3;
|
|
break;
|
|
|
|
// Special
|
|
case 0:
|
|
case GL_DEPTH32F_STENCIL8:
|
|
// Backbuffer & dss aren't important
|
|
m_int_format = 0;
|
|
m_int_type = 0;
|
|
m_int_alignment = 0;
|
|
m_int_shift = 0;
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
// Generate & Allocate the buffer
|
|
switch (m_type) {
|
|
case GSTexture::Offscreen:
|
|
// 8B is the worst case for depth/stencil
|
|
// FIXME I think it is only used for color. So you can save half of the size
|
|
m_local_buffer = (uint8*)_aligned_malloc(m_size.x * m_size.y * 4, 32);
|
|
case GSTexture::Texture:
|
|
case GSTexture::RenderTarget:
|
|
case GSTexture::DepthStencil:
|
|
gl_CreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
|
|
gl_TextureStorage2D(m_texture_id, 1+GL_TEX_LEVEL_0, m_format, m_size.x, m_size.y);
|
|
if (m_format == GL_R8) {
|
|
// Emulate DX behavior, beside it avoid special code in shader to differentiate
|
|
// palette texture from a GL_RGBA target or a GL_R texture.
|
|
gl_TextureParameteri(m_texture_id, GL_TEXTURE_SWIZZLE_A, GL_RED);
|
|
}
|
|
break;
|
|
case GSTexture::Backbuffer:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
GSTextureOGL::~GSTextureOGL()
|
|
{
|
|
/* Unbind the texture from our local state */
|
|
|
|
if (m_texture_id == GLState::rt)
|
|
GLState::rt = 0;
|
|
if (m_texture_id == GLState::ds)
|
|
GLState::ds = 0;
|
|
for (size_t i = 0; i < countof(GLState::tex_unit); i++) {
|
|
if (m_texture_id == GLState::tex_unit[i])
|
|
GLState::tex_unit[i] = 0;
|
|
}
|
|
|
|
glDeleteTextures(1, &m_texture_id);
|
|
|
|
if (m_local_buffer)
|
|
_aligned_free(m_local_buffer);
|
|
}
|
|
|
|
void GSTextureOGL::Invalidate()
|
|
{
|
|
if (m_dirty && gl_InvalidateTexImage) {
|
|
gl_InvalidateTexImage(m_texture_id, GL_TEX_LEVEL_0);
|
|
m_dirty = false;
|
|
}
|
|
}
|
|
|
|
bool GSTextureOGL::Update(const GSVector4i& r, const void* data, int pitch)
|
|
{
|
|
ASSERT(m_type != GSTexture::DepthStencil && m_type != GSTexture::Offscreen);
|
|
GL_PUSH("Upload Texture %d", m_texture_id);
|
|
|
|
m_dirty = true;
|
|
m_clean = false;
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
|
|
|
|
char* src = (char*)data;
|
|
uint32 row_byte = r.width() << m_int_shift;
|
|
uint32 map_size = r.height() * row_byte;
|
|
char* map = PboPool::Map(map_size);
|
|
|
|
#ifdef ENABLE_OGL_DEBUG_MEM_BW
|
|
g_real_texture_upload_byte += map_size;
|
|
#endif
|
|
|
|
// PERF: slow path of the texture upload. Dunno if we could do better maybe check if TC can keep row_byte == pitch
|
|
// Note: row_byte != pitch
|
|
for (int h = 0; h < r.height(); h++) {
|
|
memcpy(map, src, row_byte);
|
|
map += row_byte;
|
|
src += pitch;
|
|
}
|
|
|
|
PboPool::Unmap();
|
|
|
|
gl_TextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, (const void*)PboPool::Offset());
|
|
|
|
// FIXME OGL4: investigate, only 1 unpack buffer always bound
|
|
PboPool::UnbindPbo();
|
|
|
|
PboPool::EndTransfer();
|
|
|
|
GL_POP();
|
|
return true;
|
|
|
|
// For reference, standard upload without pbo (Used to crash on FGLRX)
|
|
#if 0
|
|
// pitch is in byte wherease GL_UNPACK_ROW_LENGTH is in pixel
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, m_int_alignment);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch >> m_int_shift);
|
|
|
|
gl_TextureSubImage2D(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, r.width(), r.height(), m_int_format, m_int_type, data);
|
|
|
|
// FIXME useful?
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Restore default behavior
|
|
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
bool GSTextureOGL::Map(GSMap& m, const GSVector4i* r)
|
|
{
|
|
// LOTS OF CRAP CODE!!!! PLEASE FIX ME !!!
|
|
if (m_type != GSTexture::Offscreen) return false;
|
|
|
|
// The fastest way will be to use a PBO to read the data asynchronously. Unfortunately GSdx
|
|
// architecture is waiting the data right now.
|
|
|
|
#if 0
|
|
// Maybe it is as good as the code below. I don't know
|
|
|
|
gl_GetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer);
|
|
|
|
#else
|
|
|
|
// Bind the texture to the read framebuffer to avoid any disturbance
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
|
gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, m_int_alignment);
|
|
glReadPixels(0, 0, m_size.x, m_size.y, m_int_format, m_int_type, m_local_buffer);
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
|
#endif
|
|
|
|
m.bits = m_local_buffer;
|
|
m.pitch = m_size.x << m_int_shift;
|
|
|
|
return true;
|
|
}
|
|
|
|
void GSTextureOGL::Unmap()
|
|
{
|
|
}
|
|
|
|
#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
|
|
void GSTextureOGL::Save(const string& fn, const void* image, uint32 pitch)
|
|
{
|
|
// Build a BMP file
|
|
FILE* fp = fopen(fn.c_str(), "wb");
|
|
if (fp == NULL)
|
|
return;
|
|
|
|
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 (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);
|
|
}
|
|
|
|
bool GSTextureOGL::Save(const string& fn, bool dds)
|
|
{
|
|
// Collect the texture data
|
|
uint32 pitch = 4 * m_size.x;
|
|
uint32 buf_size = pitch * m_size.y * 2;// Note *2 for security (depth/stencil)
|
|
char* image = (char*)malloc(buf_size);
|
|
bool status = true;
|
|
#ifdef ENABLE_OGL_DEBUG
|
|
GSPng::Format fmt = GSPng::RGB_A_PNG;
|
|
#else
|
|
GSPng::Format fmt = GSPng::RGB_PNG;
|
|
#endif
|
|
|
|
if (IsBackbuffer()) {
|
|
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);
|
|
|
|
fmt = GSPng::DEPTH_PNG;
|
|
} else if(m_format == GL_R32I) {
|
|
gl_GetTextureImage(m_texture_id, 0, GL_RED_INTEGER, GL_INT, buf_size, image);
|
|
|
|
fmt = GSPng::R32I_PNG;
|
|
|
|
// Not supported in Save function
|
|
status = false;
|
|
|
|
} else {
|
|
gl_BindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo_read);
|
|
|
|
gl_FramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture_id, 0);
|
|
|
|
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);
|
|
fmt = GSPng::R16I_PNG;
|
|
// Not supported in Save function
|
|
status = false;
|
|
}
|
|
else if (m_format == GL_R8)
|
|
{
|
|
fmt = GSPng::R8I_PNG;
|
|
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);
|
|
}
|
|
|
|
#ifdef ENABLE_OGL_PNG
|
|
GSPng::Save(fmt, fn, image, m_size.x, m_size.y, pitch);
|
|
#else
|
|
if (status) Save(fn, image, pitch);
|
|
#endif
|
|
free(image);
|
|
|
|
return status;
|
|
}
|
|
|
|
uint32 GSTextureOGL::GetMemUsage()
|
|
{
|
|
switch (m_type) {
|
|
case GSTexture::Offscreen:
|
|
return m_size.x * m_size.y * (4 + m_int_alignment);
|
|
case GSTexture::Texture:
|
|
case GSTexture::RenderTarget:
|
|
return m_size.x * m_size.y * m_int_alignment;
|
|
case GSTexture::DepthStencil:
|
|
return m_size.x * m_size.y * 8;
|
|
case GSTexture::Backbuffer:
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|