D3D: Skip redundant format convertions.
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@ -745,22 +745,6 @@ bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle
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return saved_png;
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}
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void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
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{
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for (int y = 0; y < h; ++y)
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{
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auto line = (in + (h - y - 1) * p);
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for (int x = 0; x < w; ++x)
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{
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out[0] = line[2];
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out[1] = line[1];
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out[2] = line[0];
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out += 3;
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line += 4;
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}
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}
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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const EFBRectangle& rc, float Gamma)
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@ -886,11 +870,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
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// TODO: This convertion is not needed. Get rid of it.
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std::vector<u8> image(source_width * source_height * 3);
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formatBufferDump((u8*)map.pData, image.data(), source_width, source_height, map.RowPitch);
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DumpFrameData(image.data(), source_width, source_height, AVIDump::DumpFormat::FORMAT_BGR, true);
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DumpFrameData(reinterpret_cast<const u8*>(map.pData), source_width, source_height,
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AVIDump::DumpFormat::FORMAT_RGBA);
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FinishFrameData();
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D3D::context->Unmap(s_screenshot_texture, 0);
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@ -688,22 +688,6 @@ bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle
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return saved_png;
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}
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void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
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{
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for (int y = 0; y < h; ++y)
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{
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auto line = (in + (h - y - 1) * p);
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for (int x = 0; x < w; ++x)
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{
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out[0] = line[2];
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out[1] = line[1];
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out[2] = line[0];
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out += 3;
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line += 4;
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}
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}
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
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const EFBRectangle& rc, float gamma)
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@ -863,12 +847,8 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
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CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
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// TODO: This convertion is not needed. Get rid of it.
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std::vector<u8> image(source_width * source_height * 3);
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formatBufferDump(static_cast<u8*>(screenshot_texture_map), image.data(), source_width,
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source_height, dst_location.PlacedFootprint.Footprint.RowPitch);
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DumpFrameData(image.data(), source_width, source_height, AVIDump::DumpFormat::FORMAT_BGR, true);
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DumpFrameData(reinterpret_cast<const u8*>(screenshot_texture_map), source_width, source_height,
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AVIDump::DumpFormat::FORMAT_RGBA);
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FinishFrameData();
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D3D12_RANGE write_range = {};
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