Fix GetCurrentTextureDebug

This commit is contained in:
Henrik Rydgård 2020-09-13 09:33:06 +02:00
parent a28954d311
commit 3dff9781fc
3 changed files with 46 additions and 56 deletions

View file

@ -762,29 +762,26 @@ void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture(false);
if (!nextTexture_)
return false;
if (!nextTexture_) {
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return retval;
} else {
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
/*
// TODO: Centralize.
// TODO: Fix!
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return retval;
}
*/
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
if (!texture)
return false;

View file

@ -821,8 +821,22 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
SetTexture(true);
if (!nextTexture_) {
ERROR_LOG(G3D, "Failed to get debug texture: no texture set");
return false;
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
if (!retval)
ERROR_LOG(G3D, "Failed to get debug texture: copy to memory failed");
return retval;
} else {
ERROR_LOG(G3D, "Failed to get debug texture: no texture set");
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
@ -831,24 +845,6 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
ApplyTexture();
/*
// TODO: Centralize?
// TODO: Needs fixing!
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
if (!retval)
ERROR_LOG(G3D, "Failed to get debug texture: copy to memory failed");
return retval;
}
*/
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
// Not a framebuffer, so let's assume these are right.

View file

@ -1140,29 +1140,26 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture(false);
if (!nextTexture_)
return false;
if (!nextTexture_) {
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return retval;
} else {
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
/*
// TODO: Centralize?
// TODO: Fix!
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return retval;
}
*/
if (!entry->vkTex)
return false;
VulkanTexture *texture = entry->vkTex;