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Diffstat (limited to 'src/GPU3D_OpenGL43.cpp')
-rw-r--r--src/GPU3D_OpenGL43.cpp81
1 files changed, 66 insertions, 15 deletions
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)
{