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https://github.com/Lime3DS/Lime3DS.git
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video_core: Implement frame dumping
Two PBOs are used to speed up pixel copying process. To avoid getting the wrong speed/FPS, a new parameter is added to DrawScreens about whether to increase the frame count.
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@ -12,7 +12,9 @@
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/dumping/backend.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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@ -204,7 +206,38 @@ void RendererOpenGL::SwapBuffers() {
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VideoCore::g_renderer_screenshot_requested = false;
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}
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if (cleanup_video_dumping.exchange(false)) {
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ReleaseVideoDumpingGLObjects();
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}
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if (Core::System::GetInstance().VideoDumper().IsDumping()) {
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if (prepare_video_dumping.exchange(false)) {
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InitVideoDumpingGLObjects();
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}
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const auto& layout = Core::System::GetInstance().VideoDumper().GetLayout();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, frame_dumping_framebuffer.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame_dumping_framebuffer.handle);
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DrawScreens(layout);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, frame_dumping_pbos[current_pbo].handle);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, frame_dumping_pbos[next_pbo].handle);
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GLubyte* pixels = static_cast<GLubyte*>(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY));
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VideoDumper::VideoFrame frame_data{layout.width, layout.height, pixels};
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Core::System::GetInstance().VideoDumper().AddVideoFrame(frame_data);
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glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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current_pbo = (current_pbo + 1) % 2;
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next_pbo = (current_pbo + 1) % 2;
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}
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DrawScreens(render_window.GetFramebufferLayout());
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m_current_frame++;
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Core::System::GetInstance().perf_stats.EndSystemFrame();
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@ -634,13 +667,49 @@ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout) {
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(float)bottom_screen.GetHeight());
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}
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}
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m_current_frame++;
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {}
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void RendererOpenGL::PrepareVideoDumping() {
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prepare_video_dumping = true;
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}
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void RendererOpenGL::CleanupVideoDumping() {
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cleanup_video_dumping = true;
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}
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void RendererOpenGL::InitVideoDumpingGLObjects() {
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const auto& layout = Core::System::GetInstance().VideoDumper().GetLayout();
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frame_dumping_framebuffer.Create();
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glGenRenderbuffers(1, &frame_dumping_renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, frame_dumping_renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame_dumping_framebuffer.handle);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame_dumping_renderbuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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for (auto& buffer : frame_dumping_pbos) {
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buffer.Create();
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glBindBuffer(GL_PIXEL_PACK_BUFFER, buffer.handle);
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glBufferData(GL_PIXEL_PACK_BUFFER, layout.width * layout.height * 4, nullptr,
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GL_STREAM_READ);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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}
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void RendererOpenGL::ReleaseVideoDumpingGLObjects() {
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frame_dumping_framebuffer.Release();
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glDeleteRenderbuffers(1, &frame_dumping_renderbuffer);
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for (auto& buffer : frame_dumping_pbos) {
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buffer.Release();
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}
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}
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static const char* GetSource(GLenum source) {
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \
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@ -50,6 +50,12 @@ public:
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/// Shutdown the renderer
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void ShutDown() override;
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/// Prepares for video dumping (e.g. create necessary buffers, etc)
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void PrepareVideoDumping() override;
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/// Cleans up after video dumping is ended
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void CleanupVideoDumping() override;
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private:
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void InitOpenGLObjects();
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void ReloadSampler();
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@ -69,6 +75,9 @@ private:
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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void InitVideoDumpingGLObjects();
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void ReleaseVideoDumpingGLObjects();
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OpenGLState state;
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// OpenGL object IDs
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@ -94,6 +103,20 @@ private:
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// Shader attribute input indices
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GLuint attrib_position;
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GLuint attrib_tex_coord;
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// Frame dumping
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OGLFramebuffer frame_dumping_framebuffer;
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GLuint frame_dumping_renderbuffer;
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// Whether prepare/cleanup video dumping has been requested.
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// They will be executed on next frame.
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std::atomic_bool prepare_video_dumping = false;
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std::atomic_bool cleanup_video_dumping = false;
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// PBOs used to dump frames faster
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std::array<OGLBuffer, 2> frame_dumping_pbos;
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GLuint current_pbo = 1;
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GLuint next_pbo = 0;
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};
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} // namespace OpenGL
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