- implement save pic

This commit is contained in:
Magnus Norddahl 2019-03-14 23:07:52 +01:00
parent 5fef5d13ce
commit 9b207b8fe6
2 changed files with 65 additions and 13 deletions

View file

@ -59,6 +59,7 @@
#include "doomerrors.h"
void Draw2D(F2DDrawer *drawer, FRenderState &state);
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
EXTERN_CVAR(Bool, vid_vsync)
EXTERN_CVAR(Bool, r_drawvoxels)
@ -235,12 +236,61 @@ void VulkanFrameBuffer::SubmitCommands(bool finish)
if (result < VK_SUCCESS)
I_FatalError("Failed to submit command buffer! Error %d\n", result);
}
if (!finish)
{
vkWaitForFences(device->device, 1, &device->renderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &device->renderFinishedFence->fence);
mDrawCommands.reset();
mUploadCommands.reset();
mFrameDeleteList.clear();
}
}
void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
if (!V_IsHardwareRenderer())
{
Super::WriteSavePic(player, file, width, height);
}
else
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
if (mDrawCommands)
SubmitCommands(false);
// Switch to render buffers dimensioned for the savepic
mActiveRenderBuffers = mSaveBuffers.get();
hw_ClearFakeFlat();
GetRenderState()->SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
GetRenderState()->EnableStencil(false);
GetRenderState()->SetNoSoftLightLevel();
int numpixels = width * height;
uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
CopyScreenToBuffer(width, height, scr);
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, false);
M_Free(scr);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
mActiveRenderBuffers = mScreenBuffers.get();
}
}
sector_t *VulkanFrameBuffer::RenderView(player_t *player)
@ -616,11 +666,8 @@ FTexture *VulkanFrameBuffer::WipeEndScreen()
return tex;
}
TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, void *data)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
// Convert from rgba16f to rgba8 using the GPU:
ImageBuilder imgbuilder;
imgbuilder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
@ -647,14 +694,9 @@ TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &colo
// Submit command buffers and wait for device to finish the work
SubmitCommands(false);
vkWaitForFences(device->device, 1, &device->renderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &device->renderFinishedFence->fence);
mDrawCommands.reset();
mUploadCommands.reset();
mFrameDeleteList.clear();
// Map and convert from rgba8 to rgb8
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
uint8_t *dest = (uint8_t*)data;
uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
int dindex = 0;
for (int y = 0; y < h; y++)
@ -662,14 +704,23 @@ TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &colo
int sindex = (h - y - 1) * w * 4;
for (int x = 0; x < w; x++)
{
ScreenshotBuffer[dindex] = pixels[sindex];
ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
dest[dindex] = pixels[sindex];
dest[dindex + 1] = pixels[sindex + 1];
dest[dindex + 2] = pixels[sindex + 2];
dindex += 3;
sindex += 4;
}
}
staging->Unmap();
}
TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
{
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
pitch = w * 3;
color_type = SS_RGB;

View file

@ -87,6 +87,7 @@ private:
void PrintStartupLog();
void CreateFanToTrisIndexBuffer();
void SubmitCommands(bool finish);
void CopyScreenToBuffer(int w, int h, void *data);
std::unique_ptr<VkShaderManager> mShaderManager;
std::unique_ptr<VkSamplerManager> mSamplerManager;