Merge pull request #4305 from stenzek/vulkan-framedump-fix

Vulkan: Fix minor issues with frame dumping on Vulkan
This commit is contained in:
Markus Wick 2016-10-06 10:58:45 +02:00 committed by GitHub
commit 062de51d70
2 changed files with 25 additions and 5 deletions

View File

@ -65,6 +65,15 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain) : m_swap_chain(std::mo
Renderer::~Renderer()
{
#if defined(HAVE_LIBAV) || defined(_WIN32)
// Stop frame dumping if it was left enabled at shutdown time.
if (bAVIDumping)
{
AVIDump::Stop();
bAVIDumping = false;
}
#endif
g_Config.bRunning = false;
UpdateActiveConfig();
DestroyScreenshotResources();
@ -609,8 +618,15 @@ void Renderer::DrawScreen(const TargetRectangle& src_rect, const Texture2D* src_
bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D* src_tex)
{
u32 width = std::max(1u, static_cast<u32>(s_backbuffer_width));
u32 height = std::max(1u, static_cast<u32>(s_backbuffer_height));
// Draw the screenshot to an image containing only the active screen area, removing any
// borders as a result of the game rendering in a different aspect ratio.
TargetRectangle target_rect = GetTargetRectangle();
target_rect.right = target_rect.GetWidth();
target_rect.bottom = target_rect.GetHeight();
target_rect.left = 0;
target_rect.top = 0;
u32 width = std::max(1u, static_cast<u32>(target_rect.GetWidth()));
u32 height = std::max(1u, static_cast<u32>(target_rect.GetHeight()));
if (!ResizeScreenshotBuffer(width, height))
return false;
@ -628,8 +644,8 @@ bool Renderer::DrawScreenshot(const TargetRectangle& src_rect, const Texture2D*
VK_SUBPASS_CONTENTS_INLINE);
vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), 1, &clear_attachment, 1,
&clear_rect);
BlitScreen(m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(), GetTargetRectangle(), src_rect,
src_tex, true);
BlitScreen(m_framebuffer_mgr->GetColorCopyForReadbackRenderPass(), target_rect, src_rect, src_tex,
true);
vkCmdEndRenderPass(g_command_buffer_mgr->GetCurrentCommandBuffer());
// Copy to the readback texture.
@ -1521,7 +1537,7 @@ bool Renderer::CompileShaders()
void main()
{
ocol0 = texture(samp0, uv0);
ocol0 = float4(texture(samp0, uv0).xyz, 1.0);
}
)";

View File

@ -118,6 +118,10 @@ private:
// Shaders used for clear/blit.
VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
// NOTE: The blit shader here is used for the final copy from the source buffer(s) to the swap
// chain buffer for presentation. It ignores the alpha channel of the input image and sets the
// alpha channel to 1.0 to avoid issues with frame dumping and screenshots.
VkShaderModule m_blit_fragment_shader = VK_NULL_HANDLE;
// Texture used for screenshot/frame dumping