Should reduce/fix the little stuttering when saving a screenshot as PNG, especially for our friendly quadcores users :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3903 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -80,6 +80,8 @@ CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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Common::Thread *scrshotThread = NULL;
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RasterFont* s_pfont = NULL;
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static bool s_bFullscreen = false;
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@ -121,6 +123,14 @@ int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
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namespace {
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// Screenshot thread struct
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typedef struct
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{
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int W, H;
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std::string filename;
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wxImage *img;
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} ScrStrct;
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static const GLenum glSrcFactors[8] =
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{
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GL_ZERO,
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@ -1270,7 +1280,6 @@ void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
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GL_REPORT_ERRORD();
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}
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// Save screenshot
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void Renderer::SetScreenshot(const char *filename)
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{
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@ -1280,6 +1289,39 @@ void Renderer::SetScreenshot(const char *filename)
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s_criticalScreenshot.Leave();
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}
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THREAD_RETURN TakeScreenshot(void *pArgs)
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{
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ScrStrct *threadStruct = (ScrStrct *)pArgs;
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// These will contain the final image size
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float FloatW = (float)threadStruct->W;
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float FloatH = (float)threadStruct->H;
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// Handle aspect ratio for the final ScrStrct to look exactly like what's on screen.
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if (g_Config.bKeepAR43 || g_Config.bKeepAR169)
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{
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float Ratio = (FloatW / FloatH) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f));
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// If ratio > 1 the picture is too wide and we have to limit the width.
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if (Ratio > 1)
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FloatW /= Ratio;
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// ratio == 1 or the image is too high, we have to limit the height.
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else
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FloatH *= Ratio;
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threadStruct->img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
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}
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// Save the screenshot and finally kill the wxImage object
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threadStruct->img->SaveFile(wxString::FromAscii(threadStruct->filename.c_str()), wxBITMAP_TYPE_PNG);
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threadStruct->img->Destroy();
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// Show success messages
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OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH, threadStruct->filename.c_str()).c_str(), 2000);
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return 0;
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}
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bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
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{
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u8 *data = (u8 *)malloc(3 * W * H);
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@ -1302,35 +1344,24 @@ bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset)
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wxImage::AddHandler( new wxPNGHandler );
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// Create wxImage
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wxImage a(W, H, data);
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wxImage *a = new wxImage(W, H, data);
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// These will contain the final image size
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float FloatW = (float)W;
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float FloatH = (float)H;
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// Handle aspect ratio for the final screenshot to look exactly like what's on screen.
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if (g_Config.bKeepAR43 || g_Config.bKeepAR169)
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if (scrshotThread)
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{
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float Ratio = (FloatW / FloatH) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f));
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// If ratio > 1 the picture is too wide and we have to limit the width.
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if (Ratio > 1)
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FloatW /= Ratio;
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// ratio == 1 or the image is too high, we have to limit the height.
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else
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FloatH *= Ratio;
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a.Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
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delete scrshotThread;
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scrshotThread = NULL;
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}
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a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_PNG);
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ScrStrct *threadStruct = new ScrStrct;
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threadStruct->filename = std::string(filename);
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threadStruct->img = a;
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threadStruct->H = H; threadStruct->W = W;
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scrshotThread = new Common::Thread(TakeScreenshot, threadStruct);
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bool result = true;
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// Show success messages
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OSD::AddMessage(StringFromFormat("Saved %i x %i %s\n", (int)FloatW, (int)FloatH, s_sScreenshotName.c_str()).c_str(), 2000);
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OSD::AddMessage("Saving Screenshot... ", 2000);
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// Finally kill the wxImage object
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a.Destroy();
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#else
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bool result = SaveTGA(filename, W, H, data);
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free(data);
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