Merge pull request #3325 from stenzek/d3d-screenshot-crash-fix
D3D: Fix crash when taking screenshot with crop enabled
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commit
2e40c614c5
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@ -82,7 +82,7 @@ struct
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StateCache gx_state_cache;
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void SetupDeviceObjects()
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static void SetupDeviceObjects()
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{
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s_television.Init();
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@ -167,7 +167,7 @@ void SetupDeviceObjects()
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}
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// Kill off all device objects
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void TeardownDeviceObjects()
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static void TeardownDeviceObjects()
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{
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delete g_framebuffer_manager;
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@ -190,15 +190,33 @@ void TeardownDeviceObjects()
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gx_state_cache.Clear();
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}
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void CreateScreenshotTexture(const TargetRectangle& rc)
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static void CreateScreenshotTexture()
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{
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, rc.GetWidth(), rc.GetHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the screenshot buffer size.
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// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr==S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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}
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void Create3DVisionTexture(int width, int height)
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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{
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// Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that
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// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
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// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
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// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
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// smaller than the backbuffer, but never larger.
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return CD3D11_BOX(
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std::max(targetRc.left, 0),
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std::max(targetRc.top, 0),
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0,
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std::min(D3D::GetBackBufferWidth(), (unsigned int)targetRc.right),
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std::min(D3D::GetBackBufferHeight(), (unsigned int)targetRc.bottom),
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1);
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}
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static void Create3DVisionTexture(int width, int height)
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{
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// Create a staging texture for 3D vision with signature information in the last row.
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// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
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@ -663,16 +681,16 @@ void Renderer::SetBlendMode(bool forceUpdate)
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bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle& rc)
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{
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if (!s_screenshot_texture)
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CreateScreenshotTexture(rc);
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CreateScreenshotTexture();
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// copy back buffer to system memory
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D3D11_BOX box = CD3D11_BOX(rc.left, rc.top, 0, rc.right, rc.bottom, 1);
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);
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D3D11_BOX source_box = GetScreenshotSourceBox(rc);
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &source_box);
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
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bool saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, rc.GetWidth(), rc.GetHeight(), false);
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bool saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, source_box.right - source_box.left, source_box.bottom - source_box.top, false);
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D3D::context->Unmap(s_screenshot_texture, 0);
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@ -805,8 +823,12 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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// done with drawing the game stuff, good moment to save a screenshot
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if (s_bScreenshot)
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{
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std::lock_guard<std::mutex> guard(s_criticalScreenshot);
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SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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// Dump frames
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@ -817,14 +839,16 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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static int s_recordHeight;
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if (!s_screenshot_texture)
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CreateScreenshotTexture(GetTargetRectangle());
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CreateScreenshotTexture();
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D3D11_BOX box = CD3D11_BOX(GetTargetRectangle().left, GetTargetRectangle().top, 0, GetTargetRectangle().right, GetTargetRectangle().bottom, 1);
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);
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D3D11_BOX source_box = GetScreenshotSourceBox(targetRc);
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unsigned int source_width = source_box.right - source_box.left;
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unsigned int source_height = source_box.bottom - source_box.top;
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &source_box);
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if (!bLastFrameDumped)
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{
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s_recordWidth = GetTargetRectangle().GetWidth();
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s_recordHeight = GetTargetRectangle().GetHeight();
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s_recordWidth = source_width;
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s_recordHeight = source_height;
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bAVIDumping = AVIDump::Start(D3D::hWnd, s_recordWidth, s_recordHeight);
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if (!bAVIDumping)
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{
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@ -849,8 +873,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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w = s_recordWidth;
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h = s_recordHeight;
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}
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formatBufferDump((u8*)map.pData, &frame_data[0], s_recordWidth, s_recordHeight, map.RowPitch);
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AVIDump::AddFrame(&frame_data[0], GetTargetRectangle().GetWidth(), GetTargetRectangle().GetHeight());
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formatBufferDump((u8*)map.pData, &frame_data[0], source_width, source_height, map.RowPitch);
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AVIDump::AddFrame(&frame_data[0], source_width, source_height);
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D3D::context->Unmap(s_screenshot_texture, 0);
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}
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bLastFrameDumped = true;
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