System: Add memory-only save states and rewind

This commit is contained in:
Connor McLaughlin
2021-01-23 19:00:54 +10:00
parent 6c6fdeb15e
commit 516d685dd0
22 changed files with 537 additions and 70 deletions

View File

@ -1,6 +1,7 @@
#include "gpu_hw_opengl.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/state_wrapper.h"
#include "common/timer.h"
#include "gpu_hw_shadergen.h"
#include "host_display.h"
@ -95,11 +96,106 @@ bool GPU_HW_OpenGL::Initialize(HostDisplay* host_display)
return true;
}
void GPU_HW_OpenGL::Reset()
void GPU_HW_OpenGL::Reset(bool clear_vram)
{
GPU_HW::Reset();
GPU_HW::Reset(clear_vram);
ClearFramebuffer();
if (clear_vram)
ClearFramebuffer();
}
bool GPU_HW_OpenGL::DoState(StateWrapper& sw, HostDisplayTexture** host_texture, bool update_display)
{
if (host_texture)
{
if (sw.IsReading())
{
HostDisplayTexture* tex = *host_texture;
if (tex->GetWidth() != m_vram_texture.GetWidth() || tex->GetHeight() != m_vram_texture.GetHeight() ||
tex->GetSamples() != m_vram_texture.GetSamples())
{
return false;
}
CopyFramebufferForState(
m_vram_texture.GetGLTarget(), static_cast<GLuint>(reinterpret_cast<uintptr_t>(tex->GetHandle())), 0, 0, 0,
m_vram_texture.GetGLId(), m_vram_fbo_id, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
}
else
{
std::unique_ptr<HostDisplayTexture> tex =
m_host_display->CreateTexture(m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 1, 1,
m_vram_texture.GetSamples(), HostDisplayPixelFormat::RGBA8, nullptr, 0, false);
if (!tex)
return false;
CopyFramebufferForState(m_vram_texture.GetGLTarget(), m_vram_texture.GetGLId(), m_vram_fbo_id, 0, 0,
static_cast<GLuint>(reinterpret_cast<uintptr_t>(tex->GetHandle())), 0, 0, 0,
m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
*host_texture = tex.release();
}
}
return GPU_HW::DoState(sw, host_texture, update_display);
}
void GPU_HW_OpenGL::CopyFramebufferForState(GLenum target, GLuint src_texture, u32 src_fbo, u32 src_x, u32 src_y,
GLuint dst_texture, u32 dst_fbo, u32 dst_x, u32 dst_y, u32 width,
u32 height)
{
if (target != GL_TEXTURE_2D && GLAD_GL_VERSION_4_3)
{
glCopyImageSubData(src_texture, target, 0, src_x, src_y, 0, dst_texture, target, 0, dst_x, dst_y, 0, width, height,
1);
}
else if (target != GL_TEXTURE_2D && GLAD_GL_EXT_copy_image)
{
glCopyImageSubDataEXT(src_texture, target, 0, src_x, src_y, 0, dst_texture, target, 0, dst_x, dst_y, 0, width,
height, 1);
}
else if (target != GL_TEXTURE_2D && GLAD_GL_OES_copy_image)
{
glCopyImageSubDataOES(src_texture, target, 0, src_x, src_y, 0, dst_texture, target, 0, dst_x, dst_y, 0, width,
height, 1);
}
else
{
if (src_fbo == 0)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_state_copy_fbo_id);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, src_texture, 0);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo);
}
if (dst_fbo == 0)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_state_copy_fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, dst_texture, 0);
}
else
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo);
}
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
if (src_fbo == 0)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
}
else if (dst_fbo == 0)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
}
}
void GPU_HW_OpenGL::ResetGraphicsAPIState()
@ -303,7 +399,9 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
return false;
}
glGenFramebuffers(1, &m_vram_fbo_id);
if (m_vram_fbo_id == 0)
glGenFramebuffers(1, &m_vram_fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_vram_texture.GetGLTarget(),
m_vram_texture.GetGLId(), 0);
@ -320,6 +418,9 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
}
}
if (m_state_copy_fbo_id == 0)
glGenFramebuffers(1, &m_state_copy_fbo_id);
SetFullVRAMDirtyRectangle();
return true;
}