Debugger: Fix texture preview in GLES.

Also, fix issues with the first view of a texture in Vulkan / D3D11.
This commit is contained in:
Unknown W. Brackets authored and Henrik Rydgård committed 2018-01-27 15:10:17 +01:00
1 parent bdf7fdc7a3
commit db0989a9d0
7 files changed
+81 -19

No files matched your search

+8 -6
View File
@@ -775,16 +775,18 @@ bool TextureCacheD3D11::DecodeTexture(u8 *output, const GPUgstate &state) {
}
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
ApplyTexture();
SetTexture(false);
if (!nextTexture_)
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.
if (nextTexture_->framebuffer) {
VirtualFramebuffer *vfb = nextTexture_->framebuffer;
bool flipY = GetGPUBackend() == GPUBackend::OPENGL && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, flipY);
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);
// 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.
@@ -794,7 +796,7 @@ bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level
return retval;
}
ID3D11Texture2D *texture = (ID3D11Texture2D *)nextTexture_->texturePtr;
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
if (!texture)
return false;
+25 -4
View File
@@ -907,19 +907,40 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
}
SetTexture(true);
if (!nextTexture_)
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?
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);
// 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();
return retval;
}
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
// Not a framebuffer, so let's assume these are right.
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (level != 0) {
gstate = saved;
}
buffer.Allocate(w, h, GE_FORMAT_8888, false);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
renderManager->CopyImageToMemorySync(entry->textureName, level, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, (uint8_t *)buffer.GetData(), w);
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
framebufferManager_->RebindFramebuffer();
return true;
#else
+9 -7
View File
@@ -784,16 +784,18 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
}
bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
ApplyTexture();
SetTexture(false);
if (!nextTexture_)
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?
if (nextTexture_->framebuffer) {
VirtualFramebuffer *vfb = nextTexture_->framebuffer;
bool flipY = GetGPUBackend() == GPUBackend::OPENGL && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, flipY);
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);
// 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.
@@ -803,9 +805,9 @@ bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int leve
return retval;
}
if (!nextTexture_->vkTex || !nextTexture_->vkTex->texture_)
if (!entry->vkTex || !entry->vkTex->texture_)
return false;
VulkanTexture *texture = nextTexture_->vkTex->texture_;
VulkanTexture *texture = entry->vkTex->texture_;
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
GPUDebugBufferFormat bufferFormat;
+21
View File
@@ -947,7 +947,28 @@ void GLQueueRunner::PerformReadback(const GLRStep &pass) {
}
void GLQueueRunner::PerformReadbackImage(const GLRStep &pass) {
GLRTexture *tex = pass.readback_image.texture;
glBindTexture(GL_TEXTURE_2D, tex->texture);
CHECK_GL_ERROR_IF_DEBUG();
int pixelStride = pass.readback_image.srcRect.w;
glPixelStorei(GL_PACK_ALIGNMENT, 4);
GLRect2D rect = pass.readback.srcRect;
int size = 4 * rect.w * rect.h;
if (size > readbackBufferSize_) {
delete[] readbackBuffer_;
readbackBuffer_ = new uint8_t[size];
readbackBufferSize_ = size;
}
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, pass.readback_image.mipLevel, GL_RGBA, GL_UNSIGNED_BYTE, readbackBuffer_);
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::PerformBindFramebufferAsRenderTarget(const GLRStep &pass) {
+1 -1
View File
@@ -301,7 +301,7 @@ struct GLRStep {
Draw::DataFormat dstFormat;
} readback;
struct {
GLint texture;
GLRTexture *texture;
GLRect2D srcRect;
int mipLevel;
} readback_image;
+16
View File
@@ -276,6 +276,22 @@ bool GLRenderManager::CopyFramebufferToMemorySync(GLRFramebuffer *src, int aspec
return true;
}
void GLRenderManager::CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride) {
GLRStep *step = new GLRStep{ GLRStepType::READBACK_IMAGE };
step->readback_image.texture = texture;
step->readback_image.mipLevel = mipLevel;
step->readback_image.srcRect = { x, y, w, h };
steps_.push_back(step);
// Every step clears this state.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE);
curRenderStep_ = nullptr;
FlushSync();
queueRunner_.CopyReadbackBuffer(w, h, Draw::DataFormat::R8G8B8A8_UNORM, destFormat, pixelStride, pixels);
}
void GLRenderManager::BeginFrame() {
VLOG("BeginFrame");
+1 -1
View File
@@ -313,7 +313,7 @@ public:
void BindFramebufferAsRenderTarget(GLRFramebuffer *fb, GLRRenderPassAction color, GLRRenderPassAction depth, GLRRenderPassAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil);
void BindFramebufferAsTexture(GLRFramebuffer *fb, int binding, int aspectBit, int attachment);
bool CopyFramebufferToMemorySync(GLRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
void CopyImageToMemorySync(GLuint texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
void CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
void CopyFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLOffset2D dstPos, int aspectMask);
void BlitFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLRect2D dstRect, int aspectMask, bool filter);