Merge pull request #3325 from stenzek/d3d-screenshot-crash-fix

D3D: Fix crash when taking screenshot with crop enabled
This commit is contained in:
Markus Wick 2015-12-08 21:18:01 +01:00
commit 2e40c614c5
1 changed files with 40 additions and 16 deletions

View File

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