specify size of buffer and use openglstate in getteximageoes

This commit is contained in:
Khangaroo 2019-10-12 11:25:27 -04:00 committed by James Rowe
parent a458155f99
commit df99d98240
15 changed files with 49 additions and 86 deletions

View file

@ -98,9 +98,12 @@ static const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
* Originally from https://github.com/apitrace/apitrace/blob/master/retrace/glstate_images.cpp
*/
static inline void GetTexImageOES(GLenum target, GLint level, GLenum format, GLenum type,
GLint height, GLint width, GLint depth, GLubyte* pixels) {
GLint height, GLint width, GLint depth, GLubyte* pixels,
GLuint size) {
memset(pixels, 0x80, size);
memset(pixels, 0x80, height * width * 4);
OpenGLState cur_state = OpenGLState::GetCurState();
OpenGLState state;
GLenum texture_binding = GL_NONE;
switch (target) {
@ -127,11 +130,10 @@ static inline void GetTexImageOES(GLenum target, GLint level, GLenum format, GLe
return;
}
GLint prev_fbo = 0;
GLuint fbo = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prev_fbo);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
OGLFramebuffer fbo;
fbo.Create();
state.draw.read_framebuffer = fbo.handle;
state.Apply();
switch (target) {
case GL_TEXTURE_2D:
@ -141,8 +143,9 @@ static inline void GetTexImageOES(GLenum target, GLint level, GLenum format, GLe
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, level);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture,
level);
GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_DEBUG(Render_OpenGL, "Framebuffer is incomplete, status: {:X}", status);
}
@ -151,16 +154,16 @@ static inline void GetTexImageOES(GLenum target, GLint level, GLenum format, GLe
}
case GL_TEXTURE_3D_OES:
for (int i = 0; i < depth; i++) {
glFramebufferTexture3D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D, texture,
level, i);
glFramebufferTexture3D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_3D,
texture, level, i);
glReadPixels(0, 0, width, height, format, type, pixels + 4 * i * width * height);
}
break;
}
glBindFramebuffer(GL_FRAMEBUFFER, prev_fbo);
cur_state.Apply();
glDeleteFramebuffers(1, &fbo);
fbo.Release();
}
template <typename Map, typename Interval>
@ -869,9 +872,9 @@ bool CachedSurface::LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_inf
const auto& path_info = custom_tex_cache.LookupTexturePathInfo(tex_hash);
if (image_interface->DecodePNG(tex_info.tex, tex_info.width, tex_info.height,
path_info.path)) {
// Make sure the texture size is a power of 2
if ((ceil(log2(tex_info.width)) == floor(log2(tex_info.width))) &&
(ceil(log2(tex_info.height)) == floor(log2(tex_info.height)))) {
std::bitset<32> width_bits(tex_info.width);
std::bitset<32> height_bits(tex_info.height);
if (width_bits.count() == 1 && height_bits.count() == 1) {
LOG_DEBUG(Render_OpenGL, "Loaded custom texture from {}", path_info.path);
Common::FlipRGBA8Texture(tex_info.tex, tex_info.width, tex_info.height);
custom_tex_cache.CacheTexture(tex_hash, tex_info.tex, tex_info.width,
@ -931,7 +934,7 @@ void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
desktop and ES.
*/
GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
&decoded_texture[0]);
&decoded_texture[0], decoded_texture.size());
glBindTexture(GL_TEXTURE_2D, 0);
Common::FlipRGBA8Texture(decoded_texture, width, height);
if (!image_interface->EncodePNG(dump_path, decoded_texture, width, height))
@ -1086,7 +1089,8 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
glActiveTexture(GL_TEXTURE0);
if (GLES) {
GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, rect.GetHeight(),
rect.GetWidth(), 0, &gl_buffer[buffer_offset]);
rect.GetWidth(), 0, &gl_buffer[buffer_offset],
gl_buffer_size - buffer_offset);
} else {
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
}