Merge pull request #6216 from stenzek/headless-frame-dumping

OGL: Fix headless frame dumping
master
Markus Wick 2017-11-26 11:36:10 +01:00 committed by GitHub
commit 96e094e127
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 70 additions and 44 deletions

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@ -54,6 +54,7 @@ GLuint FramebufferManager::CreateTexture(GLenum texture_type, GLenum internal_fo
GLenum pixel_format, GLenum data_type)
{
GLuint texture;
glActiveTexture(GL_TEXTURE9);
glGenTextures(1, &texture);
glBindTexture(texture_type, texture);
if (texture_type == GL_TEXTURE_2D_ARRAY)

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@ -12,6 +12,7 @@
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
@ -121,6 +122,7 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
g_sampler_cache->BindLinearSampler(9);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
OGLTexture::SetStage();
}
void OpenGLPostProcessing::ApplyShader()

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@ -1349,17 +1349,54 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Flip top and bottom for some reason; TODO: Fix the code to suck less?
std::swap(flipped_trc.top, flipped_trc.bottom);
// Copy the framebuffer to screen.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Do our OSD callbacks
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
// Finish up the current frame, print some stats
// Skip screen rendering when running in headless mode.
if (!IsHeadless())
{
// Copy the framebuffer to screen.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
// Finish up the current frame, print some stats
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Reset viewport for drawing text
glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
DrawDebugText();
OSD::DrawMessages();
// Copy the rendered frame to the real window.
GLInterface->Swap();
}
else
{
// Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
// Otherwise the driver could batch several frames togehter.
glFlush();
}
#ifdef ANDROID
// Handle surface changes on Android.
if (m_surface_needs_change.IsSet())
{
GLInterface->UpdateHandle(m_new_surface_handle);
GLInterface->UpdateSurface();
m_surface_handle = m_new_surface_handle;
m_new_surface_handle = nullptr;
m_surface_needs_change.Clear();
m_surface_changed.Set();
}
#endif
// Update the render window position and the backbuffer size
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
GLInterface->Update();
GLInterface->Update(); // just updates the render window position and the backbuffer size
// Was the size changed since the last frame?
bool window_resized = false;
int window_width = static_cast<int>(std::max(GLInterface->GetBackBufferWidth(), 1u));
int window_height = static_cast<int>(std::max(GLInterface->GetBackBufferHeight(), 1u));
@ -1404,36 +1441,12 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
}
// ---------------------------------------------------------------------
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Reset viewport for drawing text
glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
DrawDebugText();
// Do our OSD callbacks
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
OSD::DrawMessages();
#ifdef ANDROID
if (m_surface_needs_change.IsSet())
{
GLInterface->UpdateHandle(m_new_surface_handle);
GLInterface->UpdateSurface();
m_new_surface_handle = nullptr;
m_surface_needs_change.Clear();
m_surface_changed.Set();
}
#endif
// Copy the rendered frame to the real window
GLInterface->Swap();
// Clear framebuffer
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!IsHeadless())
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
if (s_vsync != g_ActiveConfig.IsVSync())
{

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@ -45,9 +45,11 @@ void SWRenderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_regi
{
OSD::DoCallbacks(OSD::CallbackType::OnFrame);
DrawDebugText();
SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
if (!IsHeadless())
{
DrawDebugText();
SWOGLWindow::s_instance->ShowImage(texture, xfb_region);
}
UpdateActiveConfig();
}

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@ -600,7 +600,6 @@ void Renderer::DrawScreen(VKTexture* xfb_texture, const EFBRectangle& xfb_region
VK_SUBPASS_CONTENTS_INLINE);
// Draw
TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
BlitScreen(m_swap_chain->GetRenderPass(), GetTargetRectangle(), xfb_region,
xfb_texture->GetRawTexIdentifier());
@ -702,6 +701,7 @@ void Renderer::CheckForSurfaceChange()
// Notify calling thread.
m_surface_needs_change.Clear();
m_surface_handle = m_new_surface_handle;
m_new_surface_handle = nullptr;
m_surface_changed.Set();
}

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@ -14,7 +14,7 @@
#if defined(VK_USE_PLATFORM_WIN32_KHR)
#include <Windows.h>
#elif defined(VK_USE_PLATFORM_XLIB_KHR) || defined(VK_USE_PLATFORM_XCB_KHR) || \
defined(VK_USE_PLATFORM_ANDROID_KHR)
defined(VK_USE_PLATFORM_ANDROID_KHR) || defined(USE_HEADLESS)
#include <dlfcn.h>
#endif
@ -98,7 +98,7 @@ void UnloadVulkanLibrary()
}
#elif defined(VK_USE_PLATFORM_XLIB_KHR) || defined(VK_USE_PLATFORM_XCB_KHR) || \
defined(VK_USE_PLATFORM_ANDROID_KHR)
defined(VK_USE_PLATFORM_ANDROID_KHR) || defined(USE_HEADLESS)
static void* vulkan_module;
static std::atomic_int vulkan_module_ref_count = {0};

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@ -94,6 +94,7 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
if (SConfig::GetInstance().bWii)
m_aspect_wide = Config::Get(Config::SYSCONF_WIDESCREEN);
m_surface_handle = Host_GetRenderHandle();
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
}
@ -400,6 +401,11 @@ float Renderer::CalculateDrawAspectRatio() const
}
}
bool Renderer::IsHeadless() const
{
return !m_surface_handle;
}
std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
const int height) const
{
@ -711,7 +717,7 @@ void Renderer::DoDumpFrame()
void Renderer::UpdateFrameDumpTexture()
{
int target_width, target_height;
if (!g_ActiveConfig.bInternalResolutionFrameDumps)
if (!g_ActiveConfig.bInternalResolutionFrameDumps && !IsHeadless())
{
auto target_rect = GetTargetRectangle();
target_width = target_rect.GetWidth();

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@ -94,6 +94,7 @@ public:
const TargetRectangle& GetTargetRectangle() const { return m_target_rectangle; }
float CalculateDrawAspectRatio() const;
bool IsHeadless() const;
std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
void UpdateDrawRectangle();
@ -176,9 +177,10 @@ protected:
static const float GX_MAX_DEPTH;
void* m_surface_handle = nullptr;
void* m_new_surface_handle = nullptr;
Common::Flag m_surface_needs_change;
Common::Event m_surface_changed;
void* m_new_surface_handle = nullptr;
u32 m_last_host_config_bits = 0;