dolphin/Source/Core/VideoCommon/RenderBase.cpp
Stenzek 2cd240af0d VideoBackends: Move max texture size to VideoConfig
This stops the virtual method call from within the Renderer constructor.

The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
2017-03-10 00:04:13 +10:00

929 lines
27 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------
#include "VideoCommon/RenderBase.h"
#include <cinttypes>
#include <cmath>
#include <memory>
#include <mutex>
#include <string>
#include <tuple>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Flag.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/Profiler.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/VideoInterface.h"
#include "Core/Host.h"
#include "Core/Movie.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
// TODO: Move these out of here.
int frameCount;
int OSDChoice;
static int OSDTime;
std::unique_ptr<Renderer> g_renderer;
// The maximum depth that is written to the depth buffer should never exceed this value.
// This is necessary because we use a 2^24 divisor for all our depth values to prevent
// floating-point round-trip errors. However the console GPU doesn't ever write a value
// to the depth buffer that exceeds 2^24 - 1.
const float Renderer::GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
static float AspectToWidescreen(float aspect)
{
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));
}
Renderer::Renderer(int backbuffer_width, int backbuffer_height)
: m_backbuffer_width(backbuffer_width), m_backbuffer_height(backbuffer_height),
m_last_efb_scale(g_ActiveConfig.iEFBScale)
{
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateActiveConfig();
UpdateDrawRectangle();
CalculateTargetSize();
OSDChoice = 0;
OSDTime = 0;
}
Renderer::~Renderer()
{
ShutdownFrameDumping();
if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
}
void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStride, u32 fbHeight,
float Gamma)
{
CheckFifoRecording();
if (!fbStride || !fbHeight)
return;
m_xfb_written = true;
if (g_ActiveConfig.bUseXFB)
{
FramebufferManagerBase::CopyToXFB(xfbAddr, fbStride, fbHeight, sourceRc, Gamma);
}
else
{
// The timing is not predictable here. So try to use the XFB path to dump frames.
u64 ticks = CoreTiming::GetTicks();
// below div two to convert from bytes to pixels - it expects width, not stride
Swap(xfbAddr, fbStride / 2, fbStride / 2, fbHeight, sourceRc, ticks, Gamma);
}
}
int Renderer::EFBToScaledX(int x)
{
switch (g_ActiveConfig.iEFBScale)
{
case SCALE_AUTO: // fractional
return FramebufferManagerBase::ScaleToVirtualXfbWidth(x, m_target_rectangle);
default:
return x * (int)m_efb_scale_numeratorX / (int)m_efb_scale_denominatorX;
};
}
int Renderer::EFBToScaledY(int y)
{
switch (g_ActiveConfig.iEFBScale)
{
case SCALE_AUTO: // fractional
return FramebufferManagerBase::ScaleToVirtualXfbHeight(y, m_target_rectangle);
default:
return y * (int)m_efb_scale_numeratorY / (int)m_efb_scale_denominatorY;
};
}
void Renderer::CalculateTargetScale(int x, int y, int* scaledX, int* scaledY)
{
if (g_ActiveConfig.iEFBScale == SCALE_AUTO || g_ActiveConfig.iEFBScale == SCALE_AUTO_INTEGRAL)
{
*scaledX = x;
*scaledY = y;
}
else
{
*scaledX = x * (int)m_efb_scale_numeratorX / (int)m_efb_scale_denominatorX;
*scaledY = y * (int)m_efb_scale_numeratorY / (int)m_efb_scale_denominatorY;
}
}
// return true if target size changed
bool Renderer::CalculateTargetSize()
{
int newEFBWidth, newEFBHeight;
newEFBWidth = newEFBHeight = 0;
m_last_efb_scale = g_ActiveConfig.iEFBScale;
// TODO: Ugly. Clean up
switch (m_last_efb_scale)
{
case SCALE_AUTO:
case SCALE_AUTO_INTEGRAL:
newEFBWidth = FramebufferManagerBase::ScaleToVirtualXfbWidth(EFB_WIDTH, m_target_rectangle);
newEFBHeight = FramebufferManagerBase::ScaleToVirtualXfbHeight(EFB_HEIGHT, m_target_rectangle);
if (m_last_efb_scale == SCALE_AUTO_INTEGRAL)
{
m_efb_scale_numeratorX = m_efb_scale_numeratorY =
std::max((newEFBWidth - 1) / EFB_WIDTH + 1, (newEFBHeight - 1) / EFB_HEIGHT + 1);
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 1;
newEFBWidth = EFBToScaledX(EFB_WIDTH);
newEFBHeight = EFBToScaledY(EFB_HEIGHT);
}
else
{
m_efb_scale_numeratorX = newEFBWidth;
m_efb_scale_denominatorX = EFB_WIDTH;
m_efb_scale_numeratorY = newEFBHeight;
m_efb_scale_denominatorY = EFB_HEIGHT;
}
break;
case SCALE_1X:
m_efb_scale_numeratorX = m_efb_scale_numeratorY = 1;
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 1;
break;
case SCALE_1_5X:
m_efb_scale_numeratorX = m_efb_scale_numeratorY = 3;
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 2;
break;
case SCALE_2X:
m_efb_scale_numeratorX = m_efb_scale_numeratorY = 2;
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 1;
break;
case SCALE_2_5X:
m_efb_scale_numeratorX = m_efb_scale_numeratorY = 5;
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 2;
break;
default:
m_efb_scale_numeratorX = m_efb_scale_numeratorY = m_last_efb_scale - 3;
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 1;
const u32 max_size = g_ActiveConfig.backend_info.MaxTextureSize;
if (max_size < EFB_WIDTH * m_efb_scale_numeratorX / m_efb_scale_denominatorX)
{
m_efb_scale_numeratorX = m_efb_scale_numeratorY = (max_size / EFB_WIDTH);
m_efb_scale_denominatorX = m_efb_scale_denominatorY = 1;
}
break;
}
if (m_last_efb_scale > SCALE_AUTO_INTEGRAL)
CalculateTargetScale(EFB_WIDTH, EFB_HEIGHT, &newEFBWidth, &newEFBHeight);
if (newEFBWidth != m_target_width || newEFBHeight != m_target_height)
{
m_target_width = newEFBWidth;
m_target_height = newEFBHeight;
PixelShaderManager::SetEfbScaleChanged(EFBToScaledXf(1), EFBToScaledYf(1));
return true;
}
return false;
}
void Renderer::ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle& leftRc,
TargetRectangle& rightRc)
{
// Resize target to half its original size
TargetRectangle drawRc = rc;
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
{
// The height may be negative due to flipped rectangles
int height = rc.bottom - rc.top;
drawRc.top += height / 4;
drawRc.bottom -= height / 4;
}
else
{
int width = rc.right - rc.left;
drawRc.left += width / 4;
drawRc.right -= width / 4;
}
// Create two target rectangle offset to the sides of the backbuffer
leftRc = drawRc, rightRc = drawRc;
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
{
leftRc.top -= m_backbuffer_height / 4;
leftRc.bottom -= m_backbuffer_height / 4;
rightRc.top += m_backbuffer_height / 4;
rightRc.bottom += m_backbuffer_height / 4;
}
else
{
leftRc.left -= m_backbuffer_width / 4;
leftRc.right -= m_backbuffer_width / 4;
rightRc.left += m_backbuffer_width / 4;
rightRc.right += m_backbuffer_width / 4;
}
}
void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_completion)
{
// We must not hold the lock while waiting for the screenshot to complete.
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
m_screenshot_name = filename;
m_screenshot_request.Set();
}
if (wait_for_completion)
{
// This is currently only used by Android, and it was using a wait time of 2 seconds.
m_screenshot_completed.WaitFor(std::chrono::seconds(2));
}
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
std::string final_yellow, final_cyan;
if (g_ActiveConfig.bShowFPS || SConfig::GetInstance().m_ShowFrameCount)
{
if (g_ActiveConfig.bShowFPS)
final_cyan += StringFromFormat("FPS: %u", g_renderer->m_fps_counter.GetFPS());
if (g_ActiveConfig.bShowFPS && SConfig::GetInstance().m_ShowFrameCount)
final_cyan += " - ";
if (SConfig::GetInstance().m_ShowFrameCount)
{
final_cyan += StringFromFormat("Frame: %" PRIu64, Movie::GetCurrentFrame());
if (Movie::IsPlayingInput())
final_cyan += StringFromFormat("\nInput: %" PRIu64 " / %" PRIu64,
Movie::GetCurrentInputCount(), Movie::GetTotalInputCount());
}
final_cyan += "\n";
final_yellow += "\n";
}
if (SConfig::GetInstance().m_ShowLag)
{
final_cyan += StringFromFormat("Lag: %" PRIu64 "\n", Movie::GetCurrentLagCount());
final_yellow += "\n";
}
if (SConfig::GetInstance().m_ShowInputDisplay)
{
final_cyan += Movie::GetInputDisplay();
final_yellow += "\n";
}
if (SConfig::GetInstance().m_ShowRTC)
{
final_cyan += Movie::GetRTCDisplay();
final_yellow += "\n";
}
// OSD Menu messages
if (OSDChoice > 0)
{
OSDTime = Common::Timer::GetTimeMs() + 3000;
OSDChoice = -OSDChoice;
}
if ((u32)OSDTime > Common::Timer::GetTimeMs())
{
std::string res_text;
switch (g_ActiveConfig.iEFBScale)
{
case SCALE_AUTO:
res_text = "Auto (fractional)";
break;
case SCALE_AUTO_INTEGRAL:
res_text = "Auto (integral)";
break;
case SCALE_1X:
res_text = "Native";
break;
case SCALE_1_5X:
res_text = "1.5x";
break;
case SCALE_2X:
res_text = "2x";
break;
case SCALE_2_5X:
res_text = "2.5x";
break;
default:
res_text = StringFromFormat("%dx", g_ActiveConfig.iEFBScale - 3);
break;
}
const char* ar_text = "";
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_AUTO:
ar_text = "Auto";
break;
case ASPECT_STRETCH:
ar_text = "Stretch";
break;
case ASPECT_ANALOG:
ar_text = "Force 4:3";
break;
case ASPECT_ANALOG_WIDE:
ar_text = "Force 16:9";
}
const char* const efbcopy_text = g_ActiveConfig.bSkipEFBCopyToRam ? "to Texture" : "to RAM";
// The rows
const std::string lines[] = {
std::string("Internal Resolution: ") + res_text,
std::string("Aspect Ratio: ") + ar_text + (g_ActiveConfig.bCrop ? " (crop)" : ""),
std::string("Copy EFB: ") + efbcopy_text,
std::string("Fog: ") + (g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"),
SConfig::GetInstance().m_EmulationSpeed <= 0 ?
"Speed Limit: Unlimited" :
StringFromFormat("Speed Limit: %li%%",
std::lround(SConfig::GetInstance().m_EmulationSpeed * 100.f)),
};
enum
{
lines_count = sizeof(lines) / sizeof(*lines)
};
// The latest changed setting in yellow
for (int i = 0; i != lines_count; ++i)
{
if (OSDChoice == -i - 1)
final_yellow += lines[i];
final_yellow += '\n';
}
// The other settings in cyan
for (int i = 0; i != lines_count; ++i)
{
if (OSDChoice != -i - 1)
final_cyan += lines[i];
final_cyan += '\n';
}
}
final_cyan += Common::Profiler::ToString();
if (g_ActiveConfig.bOverlayStats)
final_cyan += Statistics::ToString();
if (g_ActiveConfig.bOverlayProjStats)
final_cyan += Statistics::ToStringProj();
// and then the text
g_renderer->RenderText(final_cyan, 20, 20, 0xFF00FFFF);
g_renderer->RenderText(final_yellow, 20, 20, 0xFFFFFF00);
}
float Renderer::CalculateDrawAspectRatio(int target_width, int target_height)
{
// The dimensions are the sizes that are used to create the EFB/backbuffer textures, so
// they should always be greater than zero.
_assert_(target_width > 0 && target_height > 0);
if (g_ActiveConfig.iAspectRatio == ASPECT_STRETCH)
{
// If stretch is enabled, we prefer the aspect ratio of the window.
return (static_cast<float>(target_width) / static_cast<float>(target_height)) /
(static_cast<float>(m_backbuffer_width) / static_cast<float>(m_backbuffer_height));
}
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
if (g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide))
{
return (static_cast<float>(target_width) / static_cast<float>(target_height)) /
AspectToWidescreen(VideoInterface::GetAspectRatio());
}
else
{
return (static_cast<float>(target_width) / static_cast<float>(target_height)) /
VideoInterface::GetAspectRatio();
}
}
std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width, const int height)
{
// Scale either the width or height depending the content aspect ratio.
// This way we preserve as much resolution as possible when scaling.
float ratio = CalculateDrawAspectRatio(width, height);
if (ratio >= 1.0f)
{
// Preserve horizontal resolution, scale vertically.
return std::make_tuple(static_cast<float>(width), static_cast<float>(height) * ratio);
}
// Preserve vertical resolution, scale horizontally.
return std::make_tuple(static_cast<float>(width) / ratio, static_cast<float>(height));
}
TargetRectangle Renderer::CalculateFrameDumpDrawRectangle()
{
// No point including any borders in the frame dump image, since they'd have to be cropped anyway.
TargetRectangle rc;
rc.left = 0;
rc.top = 0;
// If full-resolution frame dumping is disabled, just use the window draw rectangle.
// Also do this if RealXFB is enabled, since the image has been downscaled for the XFB copy
// anyway, and there's no point writing an upscaled frame with no filtering.
if (!g_ActiveConfig.bInternalResolutionFrameDumps || g_ActiveConfig.RealXFBEnabled())
{
// But still remove the borders, since the caller expects this.
rc.right = m_target_rectangle.GetWidth();
rc.bottom = m_target_rectangle.GetHeight();
return rc;
}
// Grab the dimensions of the EFB textures, we scale either of these depending on the ratio.
u32 efb_width, efb_height;
std::tie(efb_width, efb_height) = g_framebuffer_manager->GetTargetSize();
float draw_width, draw_height;
std::tie(draw_width, draw_height) = ScaleToDisplayAspectRatio(efb_width, efb_height);
rc.right = static_cast<int>(std::ceil(draw_width));
rc.bottom = static_cast<int>(std::ceil(draw_height));
return rc;
}
void Renderer::UpdateDrawRectangle()
{
float FloatGLWidth = static_cast<float>(m_backbuffer_width);
float FloatGLHeight = static_cast<float>(m_backbuffer_height);
float FloatXOffset = 0;
float FloatYOffset = 0;
// The rendering window size
const float WinWidth = FloatGLWidth;
const float WinHeight = FloatGLHeight;
// Update aspect ratio hack values
// Won't take effect until next frame
// Don't know if there is a better place for this code so there isn't a 1 frame delay
if (g_ActiveConfig.bWidescreenHack)
{
float source_aspect = VideoInterface::GetAspectRatio();
if (Core::g_aspect_wide)
source_aspect = AspectToWidescreen(source_aspect);
float target_aspect;
switch (g_ActiveConfig.iAspectRatio)
{
case ASPECT_STRETCH:
target_aspect = WinWidth / WinHeight;
break;
case ASPECT_ANALOG:
target_aspect = VideoInterface::GetAspectRatio();
break;
case ASPECT_ANALOG_WIDE:
target_aspect = AspectToWidescreen(VideoInterface::GetAspectRatio());
break;
default:
// ASPECT_AUTO
target_aspect = source_aspect;
break;
}
float adjust = source_aspect / target_aspect;
if (adjust > 1)
{
// Vert+
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1 / adjust;
}
else
{
// Hor+
g_Config.fAspectRatioHackW = adjust;
g_Config.fAspectRatioHackH = 1;
}
}
else
{
// Hack is disabled
g_Config.fAspectRatioHackW = 1;
g_Config.fAspectRatioHackH = 1;
}
// Check for force-settings and override.
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = CalculateDrawAspectRatio(m_backbuffer_width, m_backbuffer_height);
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
if (Ratio >= 0.995f && Ratio <= 1.005f)
{
// If we're very close already, don't scale.
Ratio = 1.0f;
}
else if (Ratio > 1.0f)
{
// Scale down and center in the X direction.
FloatGLWidth /= Ratio;
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
}
// The window is too high, we have to limit the height
else
{
// Scale down and center in the Y direction.
FloatGLHeight *= Ratio;
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
}
}
// -----------------------------------------------------------------------
// Crop the picture from Analog to 4:3 or from Analog (Wide) to 16:9.
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH && g_ActiveConfig.bCrop)
{
Ratio = (4.0f / 3.0f) / VideoInterface::GetAspectRatio();
if (Ratio <= 1.0f)
{
Ratio = 1.0f / Ratio;
}
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is
// adjusted)
float IncreasedWidth = (Ratio - 1.0f) * FloatGLWidth;
float IncreasedHeight = (Ratio - 1.0f) * FloatGLHeight;
// The new width and height
FloatGLWidth = FloatGLWidth * Ratio;
FloatGLHeight = FloatGLHeight * Ratio;
// Adjust the X and Y offset
FloatXOffset = FloatXOffset - (IncreasedWidth * 0.5f);
FloatYOffset = FloatYOffset - (IncreasedHeight * 0.5f);
}
int XOffset = (int)(FloatXOffset + 0.5f);
int YOffset = (int)(FloatYOffset + 0.5f);
int iWhidth = (int)ceil(FloatGLWidth);
int iHeight = (int)ceil(FloatGLHeight);
iWhidth -=
iWhidth % 4; // ensure divisibility by 4 to make it compatible with all the video encoders
iHeight -= iHeight % 4;
m_target_rectangle.left = XOffset;
m_target_rectangle.top = YOffset;
m_target_rectangle.right = XOffset + iWhidth;
m_target_rectangle.bottom = YOffset + iHeight;
}
void Renderer::SetWindowSize(int width, int height)
{
width = std::max(width, 1);
height = std::max(height, 1);
// Scale the window size by the EFB scale.
CalculateTargetScale(width, height, &width, &height);
float scaled_width, scaled_height;
std::tie(scaled_width, scaled_height) = ScaleToDisplayAspectRatio(width, height);
if (g_ActiveConfig.bCrop)
{
// Force 4:3 or 16:9 by cropping the image.
float current_aspect = scaled_width / scaled_height;
float expected_aspect =
(g_ActiveConfig.iAspectRatio == ASPECT_ANALOG_WIDE ||
(g_ActiveConfig.iAspectRatio != ASPECT_ANALOG && Core::g_aspect_wide)) ?
(16.0f / 9.0f) :
(4.0f / 3.0f);
if (current_aspect > expected_aspect)
{
// keep height, crop width
scaled_width = scaled_height * expected_aspect;
}
else
{
// keep width, crop height
scaled_height = scaled_width / expected_aspect;
}
}
width = static_cast<int>(std::ceil(scaled_width));
height = static_cast<int>(std::ceil(scaled_height));
// UpdateDrawRectangle() makes sure that the rendered image is divisible by four for video
// encoders, so do that here too to match it
width -= width % 4;
height -= height % 4;
// Track the last values of width/height to avoid sending a window resize event every frame.
if (width != m_last_window_request_width || height != m_last_window_request_height)
{
m_last_window_request_width = width;
m_last_window_request_height = height;
Host_RequestRenderWindowSize(width, height);
}
}
void Renderer::CheckFifoRecording()
{
bool wasRecording = g_bRecordFifoData;
g_bRecordFifoData = FifoRecorder::GetInstance().IsRecording();
if (g_bRecordFifoData)
{
if (!wasRecording)
{
RecordVideoMemory();
}
FifoRecorder::GetInstance().EndFrame(CommandProcessor::fifo.CPBase,
CommandProcessor::fifo.CPEnd);
}
}
void Renderer::RecordVideoMemory()
{
const u32* bpmem_ptr = reinterpret_cast<const u32*>(&bpmem);
u32 cpmem[256] = {};
// The FIFO recording format splits XF memory into xfmem and xfregs; follow
// that split here.
const u32* xfmem_ptr = reinterpret_cast<const u32*>(&xfmem);
const u32* xfregs_ptr = reinterpret_cast<const u32*>(&xfmem) + FifoDataFile::XF_MEM_SIZE;
u32 xfregs_size = sizeof(XFMemory) / 4 - FifoDataFile::XF_MEM_SIZE;
FillCPMemoryArray(cpmem);
FifoRecorder::GetInstance().SetVideoMemory(bpmem_ptr, cpmem, xfmem_ptr, xfregs_ptr, xfregs_size,
texMem);
}
void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,
u64 ticks, float Gamma)
{
// TODO: merge more generic parts into VideoCommon
g_renderer->SwapImpl(xfbAddr, fbWidth, fbStride, fbHeight, rc, ticks, Gamma);
if (m_xfb_written)
g_renderer->m_fps_counter.Update();
frameCount++;
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
// New frame
stats.ResetFrame();
Core::Callback_VideoCopiedToXFB(m_xfb_written ||
(g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
m_xfb_written = false;
}
bool Renderer::IsFrameDumping()
{
if (m_screenshot_request.IsSet())
return true;
#if defined(HAVE_LIBAV) || defined(_WIN32)
if (SConfig::GetInstance().m_DumpFrames)
return true;
#endif
ShutdownFrameDumping();
return false;
}
void Renderer::ShutdownFrameDumping()
{
if (!m_frame_dump_thread_running.IsSet())
return;
FinishFrameData();
m_frame_dump_thread_running.Clear();
m_frame_dump_start.Set();
}
void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, const AVIDump::Frame& state,
bool swap_upside_down)
{
FinishFrameData();
m_frame_dump_config = FrameDumpConfig{data, w, h, stride, swap_upside_down, state};
if (!m_frame_dump_thread_running.IsSet())
{
if (m_frame_dump_thread.joinable())
m_frame_dump_thread.join();
m_frame_dump_thread_running.Set();
m_frame_dump_thread = std::thread(&Renderer::RunFrameDumps, this);
}
m_frame_dump_start.Set();
m_frame_dump_frame_running = true;
}
void Renderer::FinishFrameData()
{
if (!m_frame_dump_frame_running)
return;
m_frame_dump_done.Wait();
m_frame_dump_frame_running = false;
}
void Renderer::RunFrameDumps()
{
Common::SetCurrentThreadName("FrameDumping");
bool dump_to_avi = !g_ActiveConfig.bDumpFramesAsImages;
bool frame_dump_started = false;
// If Dolphin was compiled without libav, we only support dumping to images.
#if !defined(HAVE_LIBAV) && !defined(_WIN32)
if (dump_to_avi)
{
WARN_LOG(VIDEO, "AVI frame dump requested, but Dolphin was compiled without libav. "
"Frame dump will be saved as images instead.");
dump_to_avi = false;
}
#endif
while (true)
{
m_frame_dump_start.Wait();
if (!m_frame_dump_thread_running.IsSet())
break;
auto config = m_frame_dump_config;
if (config.upside_down)
{
config.data = config.data + (config.height - 1) * config.stride;
config.stride = -config.stride;
}
// Save screenshot
if (m_screenshot_request.TestAndClear())
{
std::lock_guard<std::mutex> lk(m_screenshot_lock);
if (TextureToPng(config.data, config.stride, m_screenshot_name, config.width, config.height,
false))
OSD::AddMessage("Screenshot saved to " + m_screenshot_name);
// Reset settings
m_screenshot_name.clear();
m_screenshot_completed.Set();
}
if (SConfig::GetInstance().m_DumpFrames)
{
if (!frame_dump_started)
{
if (dump_to_avi)
frame_dump_started = StartFrameDumpToAVI(config);
else
frame_dump_started = StartFrameDumpToImage(config);
// Stop frame dumping if we fail to start.
if (!frame_dump_started)
SConfig::GetInstance().m_DumpFrames = false;
}
// If we failed to start frame dumping, don't write a frame.
if (frame_dump_started)
{
if (dump_to_avi)
DumpFrameToAVI(config);
else
DumpFrameToImage(config);
}
}
m_frame_dump_done.Set();
}
if (frame_dump_started)
{
// No additional cleanup is needed when dumping to images.
if (dump_to_avi)
StopFrameDumpToAVI();
}
}
#if defined(HAVE_LIBAV) || defined(_WIN32)
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return AVIDump::Start(config.width, config.height);
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
AVIDump::AddFrame(config.data, config.width, config.height, config.stride, config.state);
}
void Renderer::StopFrameDumpToAVI()
{
AVIDump::Stop();
}
#else
bool Renderer::StartFrameDumpToAVI(const FrameDumpConfig& config)
{
return false;
}
void Renderer::DumpFrameToAVI(const FrameDumpConfig& config)
{
}
void Renderer::StopFrameDumpToAVI()
{
}
#endif // defined(HAVE_LIBAV) || defined(WIN32)
std::string Renderer::GetFrameDumpNextImageFileName() const
{
return StringFromFormat("%sframedump_%u.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
m_frame_dump_image_counter);
}
bool Renderer::StartFrameDumpToImage(const FrameDumpConfig& config)
{
m_frame_dump_image_counter = 1;
if (!SConfig::GetInstance().m_DumpFramesSilent)
{
// Only check for the presence of the first image to confirm overwriting.
// A previous run will always have at least one image, and it's safe to assume that if the user
// has allowed the first image to be overwritten, this will apply any remaining images as well.
std::string filename = GetFrameDumpNextImageFileName();
if (File::Exists(filename))
{
if (!AskYesNoT("Frame dump image(s) '%s' already exists. Overwrite?", filename.c_str()))
return false;
}
}
return true;
}
void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
{
std::string filename = GetFrameDumpNextImageFileName();
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
m_frame_dump_image_counter++;
}