diff options
Diffstat (limited to 'src/GPU3D_OpenGL43.cpp')
-rw-r--r-- | src/GPU3D_OpenGL43.cpp | 81 |
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) { |