mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
This commit is contained in:
parent
086294b495
commit
14efcbcc9b
6 changed files with 114 additions and 5 deletions
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@ -30,11 +30,28 @@ struct GPUDebugOp {
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std::string desc;
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};
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enum GPUDebugBufferFormat {
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// These match GEBufferFormat.
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GPU_DBG_FORMAT_565 = 0,
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GPU_DBG_FORMAT_5551 = 1,
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GPU_DBG_FORMAT_4444 = 2,
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GPU_DBG_FORMAT_8888 = 3,
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GPU_DBG_FORMAT_INVALID = 0xFF,
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// These don't, they're for depth buffers.
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GPU_DBG_FORMAT_FLOAT = 0x10,
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GPU_DBG_FORMAT_16BIT = 0x11,
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};
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struct GPUDebugBuffer {
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GPUDebugBuffer() : alloc_(false), data_(NULL) {
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}
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GPUDebugBuffer(void *data, u32 stride, u32 height, GEBufferFormat fmt)
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: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(GPUDebugBufferFormat(fmt)), flipped_(false) {
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}
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GPUDebugBuffer(void *data, u32 stride, u32 height, GPUDebugBufferFormat fmt)
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: alloc_(false), data_((u8 *)data), stride_(stride), height_(height), fmt_(fmt), flipped_(false) {
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}
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@ -70,6 +87,10 @@ struct GPUDebugBuffer {
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}
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void Allocate(u32 stride, u32 height, GEBufferFormat fmt, bool flipped = false) {
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Allocate(stride, height, GPUDebugBufferFormat(fmt), flipped);
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}
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void Allocate(u32 stride, u32 height, GPUDebugBufferFormat fmt, bool flipped = false) {
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if (alloc_ && stride_ == stride && height_ == height && fmt_ == fmt) {
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// Already allocated the right size.
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flipped_ = flipped;
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@ -84,7 +105,7 @@ struct GPUDebugBuffer {
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flipped_ = flipped;
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u32 pixelSize = 2;
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if (fmt == GE_FORMAT_8888) {
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if (fmt == GPU_DBG_FORMAT_8888 || fmt == GPU_DBG_FORMAT_FLOAT) {
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pixelSize = 4;
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};
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@ -114,7 +135,7 @@ struct GPUDebugBuffer {
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return flipped_;
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}
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GEBufferFormat GetFormat() const {
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GPUDebugBufferFormat GetFormat() const {
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return fmt_;
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}
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@ -124,7 +145,7 @@ private:
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u32 height_;
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u32 stride_;
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bool flipped_;
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GEBufferFormat fmt_;
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GPUDebugBufferFormat fmt_;
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};
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class GPUDebugInterface {
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@ -153,6 +174,16 @@ public:
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return false;
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}
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// Similar to GetCurrentFramebuffer().
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virtual bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
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return false;
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}
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// Similar to GetCurrentFramebuffer().
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virtual bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
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return false;
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}
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// Similar to GetCurrentFramebuffer().
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virtual bool GetCurrentTexture(GPUDebugBuffer &buffer) {
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return false;
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@ -1342,8 +1342,7 @@ void FramebufferManager::Resized() {
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resized_ = true;
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}
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bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer)
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{
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bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
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u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
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int fb_stride = gstate.fbwidth & 0x3C0;
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@ -1366,3 +1365,62 @@ bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer)
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return true;
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}
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bool FramebufferManager::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
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u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
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int fb_stride = gstate.fbwidth & 0x3C0;
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u32 z_address = (gstate.zbptr & 0xFFFFFF) | ((gstate.zbwidth & 0xFF0000) << 8);
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int z_stride = gstate.zbwidth & 0x3C0;
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VirtualFramebuffer *vfb = currentRenderVfb_;
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if (!vfb) {
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vfb = GetVFBAt(fb_address);
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}
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
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return true;
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}
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#ifndef USING_GLES2
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buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, true);
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fbo_bind_for_read(vfb->fbo);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_FLOAT, buffer.GetData());
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return true;
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#else
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return false;
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#endif
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}
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bool FramebufferManager::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
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u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
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int fb_stride = gstate.fbwidth & 0x3C0;
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VirtualFramebuffer *vfb = currentRenderVfb_;
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if (!vfb) {
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vfb = GetVFBAt(fb_address);
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}
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if (!vfb) {
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888);
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return true;
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}
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#ifndef USING_GLES2
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buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_16BIT, true);
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fbo_bind_for_read(vfb->fbo);
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glPixelStorei(GL_PACK_ALIGNMENT, 2);
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glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_SHORT, buffer.GetData());
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return true;
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#else
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return false;
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#endif
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}
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@ -171,6 +171,8 @@ public:
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void DestroyFramebuf(VirtualFramebuffer *vfb);
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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private:
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void CompileDraw2DProgram();
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@ -1519,6 +1519,14 @@ bool GLES_GPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
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return framebufferManager_.GetCurrentFramebuffer(buffer);
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}
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bool GLES_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
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return framebufferManager_.GetCurrentDepthbuffer(buffer);
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}
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bool GLES_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
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return framebufferManager_.GetCurrentStencilbuffer(buffer);
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}
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bool GLES_GPU::GetCurrentTexture(GPUDebugBuffer &buffer) {
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if (!gstate.isTextureMapEnabled()) {
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return false;
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@ -67,6 +67,8 @@ public:
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std::vector<FramebufferInfo> GetFramebufferList();
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentTexture(GPUDebugBuffer &buffer);
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protected:
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@ -78,6 +78,14 @@ public:
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// TODO
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return false;
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}
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virtual bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
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// TODO
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return false;
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}
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virtual bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
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// TODO
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return false;
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}
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protected:
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virtual void FastRunLoop(DisplayList &list);
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