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authorArisotura <thetotalworm@gmail.com>2019-05-17 22:50:41 +0200
committerArisotura <thetotalworm@gmail.com>2019-05-17 22:50:41 +0200
commitde287825eec01aaa5e8ab925171cd75d86a23cb4 (patch)
tree5521ef9a7c4fe722823224a937097f672d70f6c0 /src
parent26f997172b0765cd807ebfb7c20993276fe871a4 (diff)
start work on display capture
also fix a bug in the compositing shader
Diffstat (limited to 'src')
-rw-r--r--src/GPU.cpp2
-rw-r--r--src/GPU2D.cpp20
-rw-r--r--src/GPU3D.h1
-rw-r--r--src/GPU3D_OpenGL43.cpp81
-rw-r--r--src/libui_sdl/main_shaders.h6
5 files changed, 88 insertions, 22 deletions
diff --git a/src/GPU.cpp b/src/GPU.cpp
index 8142e47..1799ef8 100644
--- a/src/GPU.cpp
+++ b/src/GPU.cpp
@@ -907,7 +907,7 @@ void StartScanline(u32 line)
else
{
if (VCount == 192)
- {//printf("- VBLANK -\n");vbltime=NDS::ARM9Timestamp;
+ {
// VBlank
DispStat[0] |= (1<<0);
DispStat[1] |= (1<<0);
diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp
index f80eb85..e18f30e 100644
--- a/src/GPU2D.cpp
+++ b/src/GPU2D.cpp
@@ -656,8 +656,16 @@ void GPU2D::DrawScanline(u32 line)
u32 dispmode = DispCnt >> 16;
dispmode &= (Num ? 0x1 : 0x3);
- if (Num == 0 && !Accelerated)
- _3DLine = GPU3D::GetLine(n3dline);
+ if (Num == 0)
+ {
+ if (!Accelerated)
+ _3DLine = GPU3D::GetLine(n3dline);
+ else if ((CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ _3DLine = GPU3D::GetLine(n3dline);
+ //GPU3D::GLRenderer43::PrepareCaptureFrame();
+ }
+ }
// always render regular graphics
DrawScanline_Mode1(line);
@@ -862,6 +870,12 @@ void GPU2D::VBlankEnd()
BGMosaicYMax = BGMosaicSize[1];
OBJMosaicY = 0;
OBJMosaicYMax = OBJMosaicSize[1];
+
+ // TODO: make optional
+ if ((Num == 0) && (CaptureCnt & (1<<31)) && (((CaptureCnt >> 29) & 0x3) != 1))
+ {
+ GPU3D::GLRenderer43::PrepareCaptureFrame();
+ }
}
@@ -884,7 +898,7 @@ void GPU2D::DoCapture(u32 line, u32 width)
srcA = _3DLine;
else
srcA = BGOBJLine;
-
+srcA = _3DLine;
u16* srcB = NULL;
u32 srcBaddr = line * 256;
diff --git a/src/GPU3D.h b/src/GPU3D.h
index 10c8966..708811f 100644
--- a/src/GPU3D.h
+++ b/src/GPU3D.h
@@ -153,6 +153,7 @@ int GetScale();
void VCount144();
void RenderFrame();
+void PrepareCaptureFrame();
u32* GetLine(int line);
void SetupAccelFrame();
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index 062e40e..72956fb 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -100,9 +100,9 @@ int ScaleFactor;
bool Accelerated;
int ScreenW, ScreenH;
-GLuint FramebufferTex[6];
+GLuint FramebufferTex[8];
int FrontBuffer;
-GLuint FramebufferID[2], PixelbufferID;
+GLuint FramebufferID[4], PixelbufferID;
u32* Framebuffer = NULL;
bool ChunkedRendering = false;
@@ -260,10 +260,10 @@ bool Init()
glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
- glGenFramebuffers(2, &FramebufferID[0]);
+ glGenFramebuffers(4, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
- glGenTextures(6, &FramebufferTex[0]);
+ glGenTextures(8, &FramebufferTex[0]);
FrontBuffer = 0;
// color buffers
@@ -286,7 +286,12 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
+
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// attribute buffer
// R: opaque polyID (for edgemarking)
@@ -297,16 +302,40 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
- // downscale framebuffer, for antialiased mode
- glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // downscale framebuffer for antialiased mode
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
+
+ // downscale framebuffer for display capture (always 256x192)
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[3]);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[1], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[6], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[7], 0);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
@@ -373,10 +402,13 @@ void SetDisplaySettings(int scale, bool accel)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[6]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
+ glBindTexture(GL_TEXTURE_2D, FramebufferTex[7]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
- if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
- else glBufferData(GL_PIXEL_PACK_BUFFER, 256*192, NULL, GL_DYNAMIC_READ);
+ glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
if (Framebuffer) delete[] Framebuffer;
if (accel) Framebuffer = new u32[256*192];
@@ -774,7 +806,8 @@ void RenderFrame()
if (Accelerated)
{
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[FrontBuffer], 0);
+ //glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[FrontBuffer], 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
FrontBuffer = FrontBuffer ? 0 : 1;
}
@@ -856,18 +889,36 @@ void RenderFrame()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
}
- if (!Accelerated)
+ /*if (!Accelerated)
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
- }
+ }*/
+}
+
+void PrepareCaptureFrame()
+{
+ // TODO: make sure this picks the right buffer when doing antialiasing
+ int original_fb = FrontBuffer^1;
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[original_fb]);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[3]);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ glBlitFramebuffer(0, 0, ScreenW, ScreenH, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferID[3]);
+ glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ //glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[original_fb]);
+ //glFlush();
}
u32* GetLine(int line)
{
- int stride = 256 << (ScaleFactor*2);
+ int stride = 256;// << (ScaleFactor*2);
if (line == 0)
{
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
index 9ed3cc0..5c9095e 100644
--- a/src/libui_sdl/main_shaders.h
+++ b/src/libui_sdl/main_shaders.h
@@ -65,7 +65,7 @@ out vec4 oColor;
void main()
{
ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
-
+ivec4 zog=pixel;
// bit0-13: BLDCNT
// bit14-15: DISPCNT display mode
// bit16-20: EVA
@@ -86,7 +86,7 @@ void main()
int winmask = top.b >> 7;
- if ((top.a & 0x40) != 0)
+ if ((top.a & 0xC0) == 0x40)
{
float xpos = top.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 768);
@@ -96,7 +96,7 @@ void main()
if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
else top = mid;
}
- else if ((mid.a & 0x40) != 0)
+ else if ((mid.a & 0xC0) == 0x40)
{
float xpos = mid.r + fract(fTexcoord.x);
float ypos = mod(fTexcoord.y, 768);