Merge pull request #5083 from zhaowenlan1779/video-dumping-update

video_core, citra_qt: Video dumping updates
This commit is contained in:
Marshall Mohror 2020-04-03 21:15:32 -05:00 committed by GitHub
commit 9c7da35382
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 2085 additions and 309 deletions

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@ -23,6 +23,8 @@ add_library(video_core STATIC
regs_texturing.h
renderer_base.cpp
renderer_base.h
renderer_opengl/frame_dumper_opengl.cpp
renderer_opengl/frame_dumper_opengl.h
renderer_opengl/gl_rasterizer.cpp
renderer_opengl/gl_rasterizer.h
renderer_opengl/gl_rasterizer_cache.cpp

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@ -0,0 +1,98 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
#include "video_core/renderer_opengl/frame_dumper_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
namespace OpenGL {
FrameDumperOpenGL::FrameDumperOpenGL(VideoDumper::Backend& video_dumper_,
Frontend::EmuWindow& emu_window)
: video_dumper(video_dumper_), context(emu_window.CreateSharedContext()) {}
FrameDumperOpenGL::~FrameDumperOpenGL() {
if (present_thread.joinable())
present_thread.join();
}
bool FrameDumperOpenGL::IsDumping() const {
return video_dumper.IsDumping();
}
Layout::FramebufferLayout FrameDumperOpenGL::GetLayout() const {
return video_dumper.GetLayout();
}
void FrameDumperOpenGL::StartDumping() {
if (present_thread.joinable())
present_thread.join();
present_thread = std::thread(&FrameDumperOpenGL::PresentLoop, this);
}
void FrameDumperOpenGL::StopDumping() {
stop_requested.store(true, std::memory_order_relaxed);
}
void FrameDumperOpenGL::PresentLoop() {
Frontend::ScopeAcquireContext scope{*context};
InitializeOpenGLObjects();
const auto& layout = GetLayout();
while (!stop_requested.exchange(false)) {
auto frame = mailbox->TryGetPresentFrame(200);
if (!frame) {
continue;
}
if (frame->color_reloaded) {
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbos[current_pbo].handle);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
// Insert fence for the main thread to block on
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
// Bind the previous PBO and read the pixels
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbos[next_pbo].handle);
GLubyte* pixels = static_cast<GLubyte*>(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY));
VideoDumper::VideoFrame frame_data{layout.width, layout.height, pixels};
video_dumper.AddVideoFrame(std::move(frame_data));
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
current_pbo = (current_pbo + 1) % 2;
next_pbo = (current_pbo + 1) % 2;
}
CleanupOpenGLObjects();
}
void FrameDumperOpenGL::InitializeOpenGLObjects() {
const auto& layout = GetLayout();
for (auto& buffer : pbos) {
buffer.Create();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer.handle);
glBufferData(GL_PIXEL_PACK_BUFFER, layout.width * layout.height * 4, nullptr,
GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
void FrameDumperOpenGL::CleanupOpenGLObjects() {
for (auto& buffer : pbos) {
buffer.Release();
}
}
} // namespace OpenGL

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@ -0,0 +1,57 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <thread>
#include "core/dumping/backend.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace Frontend {
class EmuWindow;
class GraphicsContext;
class TextureMailbox;
} // namespace Frontend
namespace OpenGL {
class RendererOpenGL;
/**
* This is the 'presentation' part in frame dumping.
* Processes frames/textures sent to its mailbox, downloads the pixels and sends the data
* to the video encoding backend.
*/
class FrameDumperOpenGL {
public:
explicit FrameDumperOpenGL(VideoDumper::Backend& video_dumper, Frontend::EmuWindow& emu_window);
~FrameDumperOpenGL();
bool IsDumping() const;
Layout::FramebufferLayout GetLayout() const;
void StartDumping();
void StopDumping();
std::unique_ptr<Frontend::TextureMailbox> mailbox;
private:
void InitializeOpenGLObjects();
void CleanupOpenGLObjects();
void PresentLoop();
VideoDumper::Backend& video_dumper;
std::unique_ptr<Frontend::GraphicsContext> context;
std::thread present_thread;
std::atomic_bool stop_requested{false};
// PBOs used to dump frames faster
std::array<OGLBuffer, 2> pbos;
GLuint current_pbo = 1;
GLuint next_pbo = 0;
};
} // namespace OpenGL

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@ -34,20 +34,6 @@
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/video_core.h"
namespace Frontend {
struct Frame {
u32 width{}; /// Width of the frame (to detect resize)
u32 height{}; /// Height of the frame
bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
GLsync render_fence{}; /// Fence created on the render thread
GLsync present_fence{}; /// Fence created on the presentation thread
};
} // namespace Frontend
namespace OpenGL {
// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
@ -78,6 +64,7 @@ public:
std::queue<Frontend::Frame*>().swap(free_queue);
present_queue.clear();
present_cv.notify_all();
free_cv.notify_all();
}
void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
@ -88,7 +75,7 @@ public:
glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
@ -114,7 +101,7 @@ public:
state.Apply();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
}
prev_state.Apply();
@ -144,19 +131,12 @@ public:
present_cv.notify_one();
}
Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// wait for new entries in the present_queue
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
[&] { return !present_queue.empty(); });
if (present_queue.empty()) {
// timed out waiting for a frame to draw so return the previous frame
return previous_frame;
}
// This is virtual as it is to be overriden in OGLVideoDumpingMailbox below.
virtual void LoadPresentFrame() {
// free the previous frame and add it back to the free queue
if (previous_frame) {
free_queue.push(previous_frame);
free_cv.notify_one();
}
// the newest entries are pushed to the front of the queue
@ -168,8 +148,72 @@ public:
}
present_queue.clear();
previous_frame = frame;
}
Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// wait for new entries in the present_queue
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
[&] { return !present_queue.empty(); });
if (present_queue.empty()) {
// timed out waiting for a frame to draw so return the previous frame
return previous_frame;
}
LoadPresentFrame();
return previous_frame;
}
};
/// This mailbox is different in that it will never discard rendered frames
class OGLVideoDumpingMailbox : public OGLTextureMailbox {
public:
Frontend::Frame* GetRenderFrame() override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// If theres no free frames, we will wait until one shows up
if (free_queue.empty()) {
free_cv.wait(lock, [&] { return !free_queue.empty(); });
}
if (free_queue.empty()) {
LOG_CRITICAL(Render_OpenGL, "Could not get free frame");
return nullptr;
}
Frontend::Frame* frame = free_queue.front();
free_queue.pop();
return frame;
}
void LoadPresentFrame() override {
// free the previous frame and add it back to the free queue
if (previous_frame) {
free_queue.push(previous_frame);
free_cv.notify_one();
}
Frontend::Frame* frame = present_queue.back();
present_queue.pop_back();
previous_frame = frame;
// Do not remove entries from the present_queue, as video dumping would require
// that we preserve all frames
}
Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
std::unique_lock<std::mutex> lock(swap_chain_lock);
// wait for new entries in the present_queue
present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
[&] { return !present_queue.empty(); });
if (present_queue.empty()) {
// timed out waiting for a frame
return nullptr;
}
LoadPresentFrame();
return previous_frame;
}
};
static const char vertex_shader[] = R"(
@ -278,21 +322,35 @@ struct ScreenRectVertex {
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*
* @param flipped Whether the frame should be flipped upside down.
*/
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height,
bool flipped) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
if (flipped) {
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = 2.f / height; matrix[5] = -1.f;
// clang-format on
} else {
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// clang-format on
}
return matrix;
}
RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window} {
RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window)
: RendererBase{window}, frame_dumper(Core::System::GetInstance().VideoDumper(), window) {
window.mailbox = std::make_unique<OGLTextureMailbox>();
frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
}
RendererOpenGL::~RendererOpenGL() = default;
@ -310,56 +368,14 @@ void RendererOpenGL::SwapBuffers() {
RenderScreenshot();
RenderVideoDumping();
const auto& layout = render_window.GetFramebufferLayout();
RenderToMailbox(layout, render_window.mailbox, false);
Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = render_window.mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
if (frame_dumper.IsDumping()) {
RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true);
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
render_window.mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
GLuint render_texture = frame->color.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
render_window.mailbox->ReleaseRenderFrame(frame);
m_current_frame++;
}
m_current_frame++;
Core::System::GetInstance().perf_stats->EndSystemFrame();
@ -395,7 +411,7 @@ void RendererOpenGL::RenderScreenshot() {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout);
DrawScreens(layout, false);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits);
@ -448,33 +464,54 @@ void RendererOpenGL::PrepareRendertarget() {
}
}
void RendererOpenGL::RenderVideoDumping() {
if (cleanup_video_dumping.exchange(false)) {
ReleaseVideoDumpingGLObjects();
}
void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout,
std::unique_ptr<Frontend::TextureMailbox>& mailbox,
bool flipped) {
if (Core::System::GetInstance().VideoDumper().IsDumping()) {
if (prepare_video_dumping.exchange(false)) {
InitVideoDumpingGLObjects();
Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
const auto& layout = Core::System::GetInstance().VideoDumper().GetLayout();
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame_dumping_framebuffer.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame_dumping_framebuffer.handle);
DrawScreens(layout);
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = 0;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, frame_dumping_pbos[current_pbo].handle);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, frame_dumping_pbos[next_pbo].handle);
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = 0;
}
}
GLubyte* pixels = static_cast<GLubyte*>(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY));
VideoDumper::VideoFrame frame_data{layout.width, layout.height, pixels};
Core::System::GetInstance().VideoDumper().AddVideoFrame(frame_data);
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
current_pbo = (current_pbo + 1) % 2;
next_pbo = (current_pbo + 1) % 2;
GLuint render_texture = frame->color.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout, flipped);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
mailbox->ReleaseRenderFrame(frame);
}
}
@ -885,7 +922,7 @@ void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool flipped) {
if (VideoCore::g_renderer_bg_color_update_requested.exchange(false)) {
// Update background color before drawing
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
@ -912,7 +949,7 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
// Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix =
MakeOrthographicMatrix((float)layout.width, (float)layout.height);
MakeOrthographicMatrix((float)layout.width, (float)layout.height, flipped);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
@ -1051,41 +1088,11 @@ void RendererOpenGL::TryPresent(int timeout_ms) {
void RendererOpenGL::UpdateFramerate() {}
void RendererOpenGL::PrepareVideoDumping() {
prepare_video_dumping = true;
frame_dumper.StartDumping();
}
void RendererOpenGL::CleanupVideoDumping() {
cleanup_video_dumping = true;
}
void RendererOpenGL::InitVideoDumpingGLObjects() {
const auto& layout = Core::System::GetInstance().VideoDumper().GetLayout();
frame_dumping_framebuffer.Create();
glGenRenderbuffers(1, &frame_dumping_renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, frame_dumping_renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame_dumping_framebuffer.handle);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame_dumping_renderbuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
for (auto& buffer : frame_dumping_pbos) {
buffer.Create();
glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer.handle);
glBufferData(GL_PIXEL_PACK_BUFFER, layout.width * layout.height * 4, nullptr,
GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
void RendererOpenGL::ReleaseVideoDumpingGLObjects() {
frame_dumping_framebuffer.Release();
glDeleteRenderbuffers(1, &frame_dumping_renderbuffer);
for (auto& buffer : frame_dumping_pbos) {
buffer.Release();
}
frame_dumper.StopDumping();
}
static const char* GetSource(GLenum source) {

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@ -10,6 +10,7 @@
#include "common/math_util.h"
#include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/frame_dumper_opengl.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
@ -17,6 +18,20 @@ namespace Layout {
struct FramebufferLayout;
}
namespace Frontend {
struct Frame {
u32 width{}; /// Width of the frame (to detect resize)
u32 height{}; /// Height of the frame
bool color_reloaded = false; /// Texture attachment was recreated (ie: resized)
OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
GLsync render_fence{}; /// Fence created on the render thread
GLsync present_fence{}; /// Fence created on the presentation thread
};
} // namespace Frontend
namespace OpenGL {
/// Structure used for storing information about the textures for each 3DS screen
@ -72,10 +87,11 @@ private:
void ReloadShader();
void PrepareRendertarget();
void RenderScreenshot();
void RenderVideoDumping();
void RenderToMailbox(const Layout::FramebufferLayout& layout,
std::unique_ptr<Frontend::TextureMailbox>& mailbox, bool flipped);
void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(const Layout::FramebufferLayout& layout);
void DrawScreens(const Layout::FramebufferLayout& layout, bool flipped);
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l,
@ -91,9 +107,6 @@ private:
// Fills active OpenGL texture with the given RGB color.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
void InitVideoDumpingGLObjects();
void ReleaseVideoDumpingGLObjects();
OpenGLState state;
// OpenGL object IDs
@ -120,19 +133,7 @@ private:
GLuint attrib_position;
GLuint attrib_tex_coord;
// Frame dumping
OGLFramebuffer frame_dumping_framebuffer;
GLuint frame_dumping_renderbuffer;
// Whether prepare/cleanup video dumping has been requested.
// They will be executed on next frame.
std::atomic_bool prepare_video_dumping = false;
std::atomic_bool cleanup_video_dumping = false;
// PBOs used to dump frames faster
std::array<OGLBuffer, 2> frame_dumping_pbos;
GLuint current_pbo = 1;
GLuint next_pbo = 0;
FrameDumperOpenGL frame_dumper;
};
} // namespace OpenGL