citra/src/video_core/renderer_opengl/renderer_opengl.h
zhupengfei 0224ae13c4
video_core: Implement frame dumping
Two PBOs are used to speed up pixel copying process. To avoid getting the wrong speed/FPS, a new parameter is added to DrawScreens about whether to increase the frame count.
2019-08-13 19:28:04 +08:00

123 lines
3.7 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <glad/glad.h>
#include "common/common_types.h"
#include "common/math_util.h"
#include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
namespace Layout {
struct FramebufferLayout;
}
namespace OpenGL {
/// Structure used for storing information about the textures for each 3DS screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GPU::Regs::PixelFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure used for storing information about the display target for each 3DS screen
struct ScreenInfo {
GLuint display_texture;
Common::Rectangle<float> display_texcoords;
TextureInfo texture;
};
class RendererOpenGL : public RendererBase {
public:
explicit RendererOpenGL(Frontend::EmuWindow& window);
~RendererOpenGL() override;
/// Swap buffers (render frame)
void SwapBuffers() override;
/// Initialize the renderer
Core::System::ResultStatus Init() override;
/// Shutdown the renderer
void ShutDown() override;
/// Prepares for video dumping (e.g. create necessary buffers, etc)
void PrepareVideoDumping() override;
/// Cleans up after video dumping is ended
void CleanupVideoDumping() override;
private:
void InitOpenGLObjects();
void ReloadSampler();
void ReloadShader();
void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout);
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreenAnaglyphRotated(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y, float w,
float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure
void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
ScreenInfo& screen_info, bool right_eye);
// Fills active OpenGL texture with the given RGB color.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
void InitVideoDumpingGLObjects();
void ReleaseVideoDumpingGLObjects();
OpenGLState state;
// OpenGL object IDs
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLProgram shader;
OGLFramebuffer screenshot_framebuffer;
OGLSampler filter_sampler;
/// Display information for top and bottom screens respectively
std::array<ScreenInfo, 3> screen_infos;
// Shader uniform location indices
GLuint uniform_modelview_matrix;
GLuint uniform_color_texture;
GLuint uniform_color_texture_r;
// Shader uniform for Dolphin compatibility
GLuint uniform_i_resolution;
GLuint uniform_o_resolution;
GLuint uniform_layer;
// Shader attribute input indices
GLuint attrib_position;
GLuint attrib_tex_coord;
// Frame dumping
OGLFramebuffer frame_dumping_framebuffer;
GLuint frame_dumping_renderbuffer;
// Whether prepare/cleanup video dumping has been requested.
// They will be executed on next frame.
std::atomic_bool prepare_video_dumping = false;
std::atomic_bool cleanup_video_dumping = false;
// PBOs used to dump frames faster
std::array<OGLBuffer, 2> frame_dumping_pbos;
GLuint current_pbo = 1;
GLuint next_pbo = 0;
};
} // namespace OpenGL