Add an interface to return the current framebuffer.

This commit is contained in:
Unknown W. Brackets 2013-09-22 19:03:31 -07:00
parent 2ad5167f75
commit 6af44910c1
7 changed files with 140 additions and 1 deletions

View file

@ -1310,3 +1310,28 @@ void FramebufferManager::UpdateFromMemory(u32 addr, int size) {
void FramebufferManager::Resized() {
resized_ = true;
}
bool FramebufferManager::GetCurrentFramebuffer(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, gstate.FrameBufFormat());
return true;
}
buffer.Allocate(vfb->fb_stride, vfb->height, GE_FORMAT_8888);
fbo_bind_for_read(vfb->fbo);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, vfb->fb_stride, vfb->height, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
}