/* Copyright (C) 2014 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ps/Util.h" #include "lib/posix/posix_utsname.h" #include "lib/ogl.h" #include "lib/timer.h" #include "lib/bits.h" // round_up #include "lib/allocators/shared_ptr.h" #include "lib/sysdep/sysdep.h" // sys_OpenFile #include "lib/sysdep/gfx.h" #include "lib/sysdep/snd.h" #include "lib/sysdep/cpu.h" #include "lib/sysdep/os_cpu.h" #if ARCH_X86_X64 #include "lib/sysdep/arch/x86_x64/topology.h" #endif #include "lib/sysdep/smbios.h" #include "lib/tex/tex.h" #include "i18n/L10n.h" #include "lib/utf8.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" #include "ps/Game.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/VideoMode.h" #include "renderer/Renderer.h" #include "maths/MathUtil.h" #include "graphics/GameView.h" extern CStrW g_CursorName; static std::string SplitExts(const char *exts) { std::string str = exts; std::string ret = ""; size_t idx = str.find_first_of(" "); while(idx != std::string::npos) { if(idx >= str.length() - 1) { ret += str; break; } ret += str.substr(0, idx); ret += "\n"; str = str.substr(idx + 1); idx = str.find_first_of(" "); } return ret; } void WriteSystemInfo() { TIMER(L"write_sys_info"); // get_cpu_info and gfx_detect already called during init - see call site snd_detect(); struct utsname un; uname(&un); OsPath pathname = psLogDir()/"system_info.txt"; FILE* f = sys_OpenFile(pathname, "w"); if(!f) return; // current timestamp (redundant WRT OS timestamp, but that is not // visible when people are posting this file's contents online) { wchar_t timestampBuf[100] = {'\0'}; time_t seconds; time(&seconds); struct tm* t = gmtime(&seconds); const size_t charsWritten = wcsftime(timestampBuf, ARRAY_SIZE(timestampBuf), L"(generated %Y-%m-%d %H:%M:%S UTC)", t); ENSURE(charsWritten != 0); fprintf(f, "%ls\n\n", timestampBuf); } // OS fprintf(f, "OS : %s %s (%s)\n", un.sysname, un.release, un.version); // CPU fprintf(f, "CPU : %s, %s", un.machine, cpu_IdentifierString()); #if ARCH_X86_X64 fprintf(f, " (%dx%dx%d)", (int)topology::NumPackages(), (int)topology::CoresPerPackage(), (int)topology::LogicalPerCore()); #endif double cpuClock = os_cpu_ClockFrequency(); // query OS (may fail) #if ARCH_X86_X64 if(cpuClock <= 0.0) cpuClock = x86_x64::ClockFrequency(); // measure (takes a few ms) #endif if(cpuClock > 0.0) { if(cpuClock < 1e9) fprintf(f, ", %.2f MHz\n", cpuClock*1e-6); else fprintf(f, ", %.2f GHz\n", cpuClock*1e-9); } else fprintf(f, "\n"); // memory fprintf(f, "Memory : %u MiB; %u MiB free\n", (unsigned)os_cpu_MemorySize(), (unsigned)os_cpu_MemoryAvailable()); // graphics const std::wstring cardName = gfx::CardName(); const std::wstring driverInfo = gfx::DriverInfo(); fprintf(f, "Graphics Card : %ls\n", cardName.c_str()); fprintf(f, "OpenGL Drivers : %s; %ls\n", glGetString(GL_VERSION), driverInfo.c_str()); fprintf(f, "Video Mode : %dx%d:%d\n", g_VideoMode.GetXRes(), g_VideoMode.GetYRes(), g_VideoMode.GetBPP()); // sound fprintf(f, "Sound Card : %ls\n", snd_card); fprintf(f, "Sound Drivers : %ls\n", snd_drv_ver); // OpenGL extensions (write them last, since it's a lot of text) const char* exts = ogl_ExtensionString(); if (!exts) exts = "{unknown}"; fprintf(f, "\nOpenGL Extensions: \n%s\n", SplitExts(exts).c_str()); // System Management BIOS (even more text than OpenGL extensions) std::string smbios = SMBIOS::StringizeStructures(SMBIOS::GetStructures()); fprintf(f, "\nSMBIOS: \n%s\n", smbios.c_str()); fclose(f); f = 0; } // not thread-safe! static const wchar_t* HardcodedErrorString(int err) { static wchar_t description[200]; StatusDescription((Status)err, description, ARRAY_SIZE(description)); return description; } // not thread-safe! const wchar_t* ErrorString(int err) { // language file not available (yet) return HardcodedErrorString(err); // TODO: load from language file } // write the specified texture to disk. // note: cannot be made const because the image may have to be // transformed to write it out in the format determined by 's extension. Status tex_write(Tex* t, const VfsPath& filename) { DynArray da; RETURN_STATUS_IF_ERR(t->encode(filename.Extension(), &da)); // write to disk Status ret = INFO::OK; { shared_ptr file = DummySharedPtr(da.base); const ssize_t bytes_written = g_VFS->CreateFile(filename, file, da.pos); if(bytes_written > 0) ENSURE(bytes_written == (ssize_t)da.pos); else ret = (Status)bytes_written; } (void)da_free(&da); return ret; } static size_t s_nextScreenshotNumber; // identifies the file format that is to be written // (case-insensitive). examples: "bmp", "png", "jpg". // BMP is good for quick output at the expense of large files. void WriteScreenshot(const VfsPath& extension) { // get next available numbered filename // note: %04d -> always 4 digits, so sorting by filename works correctly. const VfsPath basenameFormat(L"screenshots/screenshot%04d"); const VfsPath filenameFormat = basenameFormat.ChangeExtension(extension); VfsPath filename; vfs::NextNumberedFilename(g_VFS, filenameFormat, s_nextScreenshotNumber, filename); const size_t w = (size_t)g_xres, h = (size_t)g_yres; const size_t bpp = 24; GLenum fmt = GL_RGB; int flags = TEX_BOTTOM_UP; // we want writing BMP to be as fast as possible, // so read data from OpenGL in BMP format to obviate conversion. if(extension == L".bmp") { #if !CONFIG2_GLES // GLES doesn't support BGR fmt = GL_BGR; flags |= TEX_BGR; #endif } // Hide log messages and re-render RenderLogger(false); Render(); RenderLogger(true); const size_t img_size = w * h * bpp/8; const size_t hdr_size = tex_hdr_size(filename); shared_ptr buf; AllocateAligned(buf, hdr_size+img_size, maxSectorSize); GLvoid* img = buf.get() + hdr_size; Tex t; if(t.wrap(w, h, bpp, flags, buf, hdr_size) < 0) return; glReadPixels(0, 0, (GLsizei)w, (GLsizei)h, fmt, GL_UNSIGNED_BYTE, img); if (tex_write(&t, filename) == INFO::OK) { OsPath realPath; g_VFS->GetRealPath(filename, realPath); LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8()); } else LOGERROR("Error writing screenshot to '%s'", filename.string8()); } // Similar to WriteScreenshot, but generates an image of size 640*tiles x 480*tiles. void WriteBigScreenshot(const VfsPath& extension, int tiles) { // If the game hasn't started yet then use WriteScreenshot to generate the image. if(g_Game == NULL){ WriteScreenshot(L".bmp"); return; } // get next available numbered filename // note: %04d -> always 4 digits, so sorting by filename works correctly. const VfsPath basenameFormat(L"screenshots/screenshot%04d"); const VfsPath filenameFormat = basenameFormat.ChangeExtension(extension); VfsPath filename; vfs::NextNumberedFilename(g_VFS, filenameFormat, s_nextScreenshotNumber, filename); // Slightly ugly and inflexible: Always draw 640*480 tiles onto the screen, and // hope the screen is actually large enough for that. const int tile_w = 640, tile_h = 480; ENSURE(g_xres >= tile_w && g_yres >= tile_h); const int img_w = tile_w*tiles, img_h = tile_h*tiles; const int bpp = 24; GLenum fmt = GL_RGB; int flags = TEX_BOTTOM_UP; // we want writing BMP to be as fast as possible, // so read data from OpenGL in BMP format to obviate conversion. if(extension == L".bmp") { #if !CONFIG2_GLES // GLES doesn't support BGR fmt = GL_BGR; flags |= TEX_BGR; #endif } const size_t img_size = img_w * img_h * bpp/8; const size_t tile_size = tile_w * tile_h * bpp/8; const size_t hdr_size = tex_hdr_size(filename); void* tile_data = malloc(tile_size); if(!tile_data) { WARN_IF_ERR(ERR::NO_MEM); return; } shared_ptr img_buf; AllocateAligned(img_buf, hdr_size+img_size, maxSectorSize); Tex t; GLvoid* img = img_buf.get() + hdr_size; if(t.wrap(img_w, img_h, bpp, flags, img_buf, hdr_size) < 0) { free(tile_data); return; } ogl_WarnIfError(); // Resize various things so that the sizes and aspect ratios are correct { g_Renderer.Resize(tile_w, tile_h); SViewPort vp = { 0, 0, tile_w, tile_h }; g_Game->GetView()->GetCamera()->SetViewPort(vp); g_Game->GetView()->SetCameraProjection(); } #if !CONFIG2_GLES // Temporarily move everything onto the front buffer, so the user can // see the exciting progress as it renders (and can tell when it's finished). // (It doesn't just use SwapBuffers, because it doesn't know whether to // call the SDL version or the Atlas version.) GLint oldReadBuffer, oldDrawBuffer; glGetIntegerv(GL_READ_BUFFER, &oldReadBuffer); glGetIntegerv(GL_DRAW_BUFFER, &oldDrawBuffer); glDrawBuffer(GL_FRONT); glReadBuffer(GL_FRONT); #endif // Hide the cursor CStrW oldCursor = g_CursorName; g_CursorName = L""; // Render each tile for (int tile_y = 0; tile_y < tiles; ++tile_y) { for (int tile_x = 0; tile_x < tiles; ++tile_x) { // Adjust the camera to render the appropriate region g_Game->GetView()->GetCamera()->SetProjectionTile(tiles, tile_x, tile_y); RenderLogger(false); RenderGui(false); Render(); RenderGui(true); RenderLogger(true); // Copy the tile pixels into the main image glReadPixels(0, 0, tile_w, tile_h, fmt, GL_UNSIGNED_BYTE, tile_data); for (int y = 0; y < tile_h; ++y) { void* dest = (char*)img + ((tile_y*tile_h + y) * img_w + (tile_x*tile_w)) * bpp/8; void* src = (char*)tile_data + y * tile_w * bpp/8; memcpy(dest, src, tile_w * bpp/8); } } } // Restore the old cursor g_CursorName = oldCursor; #if !CONFIG2_GLES // Restore the buffer settings glDrawBuffer(oldDrawBuffer); glReadBuffer(oldReadBuffer); #endif // Restore the viewport settings { g_Renderer.Resize(g_xres, g_yres); SViewPort vp = { 0, 0, g_xres, g_yres }; g_Game->GetView()->GetCamera()->SetViewPort(vp); g_Game->GetView()->SetCameraProjection(); g_Game->GetView()->GetCamera()->SetProjectionTile(1, 0, 0); } if (tex_write(&t, filename) == INFO::OK) { OsPath realPath; g_VFS->GetRealPath(filename, realPath); LOGMESSAGERENDER(g_L10n.Translate("Screenshot written to '%s'"), realPath.string8()); } else LOGERROR("Error writing screenshot to '%s'", filename.string8()); free(tile_data); }