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- implement save pic
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commit
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2 changed files with 65 additions and 13 deletions
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@ -59,6 +59,7 @@
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#include "doomerrors.h"
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, r_drawvoxels)
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@ -235,12 +236,61 @@ void VulkanFrameBuffer::SubmitCommands(bool finish)
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if (result < VK_SUCCESS)
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I_FatalError("Failed to submit command buffer! Error %d\n", result);
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}
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if (!finish)
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{
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vkWaitForFences(device->device, 1, &device->renderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
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vkResetFences(device->device, 1, &device->renderFinishedFence->fence);
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mDrawCommands.reset();
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mUploadCommands.reset();
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mFrameDeleteList.clear();
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}
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}
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void VulkanFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
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{
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if (!V_IsHardwareRenderer())
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{
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Super::WriteSavePic(player, file, width, height);
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}
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else
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{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
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// we must be sure the GPU finished reading from the buffer before we fill it with new data.
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if (mDrawCommands)
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SubmitCommands(false);
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// Switch to render buffers dimensioned for the savepic
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mActiveRenderBuffers = mSaveBuffers.get();
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hw_ClearFakeFlat();
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GetRenderState()->SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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screen->mLights->Clear();
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screen->mViewpoints->Clear();
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// This shouldn't overwrite the global viewpoint even for a short time.
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FRenderViewpoint savevp;
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sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
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GetRenderState()->EnableStencil(false);
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GetRenderState()->SetNoSoftLightLevel();
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int numpixels = width * height;
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uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
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CopyScreenToBuffer(width, height, scr);
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DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, false);
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M_Free(scr);
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// Switch back the screen render buffers
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screen->SetViewportRects(nullptr);
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mActiveRenderBuffers = mScreenBuffers.get();
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}
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}
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sector_t *VulkanFrameBuffer::RenderView(player_t *player)
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@ -616,11 +666,8 @@ FTexture *VulkanFrameBuffer::WipeEndScreen()
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return tex;
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}
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TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, void *data)
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{
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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// Convert from rgba16f to rgba8 using the GPU:
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ImageBuilder imgbuilder;
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imgbuilder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
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@ -647,14 +694,9 @@ TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &colo
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// Submit command buffers and wait for device to finish the work
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SubmitCommands(false);
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vkWaitForFences(device->device, 1, &device->renderFinishedFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
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vkResetFences(device->device, 1, &device->renderFinishedFence->fence);
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mDrawCommands.reset();
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mUploadCommands.reset();
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mFrameDeleteList.clear();
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// Map and convert from rgba8 to rgb8
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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uint8_t *dest = (uint8_t*)data;
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uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
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int dindex = 0;
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for (int y = 0; y < h; y++)
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@ -662,14 +704,23 @@ TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &colo
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int sindex = (h - y - 1) * w * 4;
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for (int x = 0; x < w; x++)
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{
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ScreenshotBuffer[dindex] = pixels[sindex];
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ScreenshotBuffer[dindex + 1] = pixels[sindex + 1];
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ScreenshotBuffer[dindex + 2] = pixels[sindex + 2];
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dest[dindex] = pixels[sindex];
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dest[dindex + 1] = pixels[sindex + 1];
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dest[dindex + 2] = pixels[sindex + 2];
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dindex += 3;
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sindex += 4;
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}
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}
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staging->Unmap();
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}
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TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
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pitch = w * 3;
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color_type = SS_RGB;
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@ -87,6 +87,7 @@ private:
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void PrintStartupLog();
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void CreateFanToTrisIndexBuffer();
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void SubmitCommands(bool finish);
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void CopyScreenToBuffer(int w, int h, void *data);
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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