/* 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);
}