Add an interface to grab the depth/stencil buffers.

Not sure yet how to show in UI, not well tested...
This commit is contained in:
Unknown W. Brackets 2013-09-28 02:14:27 -07:00
parent 086294b495
commit 14efcbcc9b
6 changed files with 114 additions and 5 deletions

View file

@ -1342,8 +1342,7 @@ void FramebufferManager::Resized() {
resized_ = true;
}
bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer)
{
bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer) {
u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
@ -1366,3 +1365,62 @@ bool FramebufferManager::GetCurrentFramebuffer(GPUDebugBuffer &buffer)
return true;
}
bool FramebufferManager::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) {
u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
u32 z_address = (gstate.zbptr & 0xFFFFFF) | ((gstate.zbwidth & 0xFF0000) << 8);
int z_stride = gstate.zbwidth & 0x3C0;
VirtualFramebuffer *vfb = currentRenderVfb_;
if (!vfb) {
vfb = GetVFBAt(fb_address);
}
if (!vfb) {
// If there's no vfb and we're drawing there, must be memory?
buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
return true;
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, true);
fbo_bind_for_read(vfb->fbo);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_DEPTH_COMPONENT, GL_FLOAT, buffer.GetData());
return true;
#else
return false;
#endif
}
bool FramebufferManager::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) {
u32 fb_address = (gstate.fbptr & 0xFFFFFF) | ((gstate.fbwidth & 0xFF0000) << 8);
int fb_stride = gstate.fbwidth & 0x3C0;
VirtualFramebuffer *vfb = currentRenderVfb_;
if (!vfb) {
vfb = GetVFBAt(fb_address);
}
if (!vfb) {
// If there's no vfb and we're drawing there, must be memory?
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, GPU_DBG_FORMAT_8888);
return true;
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_16BIT, true);
fbo_bind_for_read(vfb->fbo);
glPixelStorei(GL_PACK_ALIGNMENT, 2);
glReadPixels(0, 0, vfb->renderWidth, vfb->renderHeight, GL_STENCIL_INDEX, GL_UNSIGNED_SHORT, buffer.GetData());
return true;
#else
return false;
#endif
}