Android: Move screenshot waiting logic to Renderer
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811eafda57
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459a5ab554
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@ -484,8 +484,7 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_StopEmulatio
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jobject obj)
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{
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std::lock_guard<std::mutex> guard(s_host_identity_lock);
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Core::SaveScreenShot("thumb");
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g_renderer->s_screenshot_completed.WaitFor(std::chrono::seconds(2));
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Core::SaveScreenShot("thumb", true);
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Core::Stop();
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updateMainFrameEvent.Set(); // Kick the waiting event
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}
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@ -732,19 +732,19 @@ static std::string GenerateScreenshotName()
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return name;
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}
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void SaveScreenShot()
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void SaveScreenShot(bool wait_for_completion)
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{
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const bool bPaused = GetState() == State::Paused;
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SetState(State::Paused);
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g_renderer->SetScreenshot(GenerateScreenshotName());
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g_renderer->SaveScreenshot(GenerateScreenshotName(), wait_for_completion);
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if (!bPaused)
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SetState(State::Running);
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}
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void SaveScreenShot(const std::string& name)
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void SaveScreenShot(const std::string& name, bool wait_for_completion)
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{
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const bool bPaused = GetState() == State::Paused;
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@ -752,7 +752,7 @@ void SaveScreenShot(const std::string& name)
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std::string filePath = GenerateScreenshotFolderPath() + name + ".png";
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g_renderer->SetScreenshot(filePath);
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g_renderer->SaveScreenshot(filePath, wait_for_completion);
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if (!bPaused)
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SetState(State::Running);
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@ -55,8 +55,8 @@ bool IsGPUThread();
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void SetState(State state);
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State GetState();
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void SaveScreenShot();
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void SaveScreenShot(const std::string& name);
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void SaveScreenShot(bool wait_for_completion = false);
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void SaveScreenShot(const std::string& name, bool wait_for_completion = false);
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void Callback_WiimoteInterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
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@ -276,11 +276,20 @@ void Renderer::ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle
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}
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}
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void Renderer::SetScreenshot(const std::string& filename)
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void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_completion)
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{
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// We must not hold the lock while waiting for the screenshot to complete.
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{
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std::lock_guard<std::mutex> lk(m_screenshot_lock);
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m_screenshot_name = filename;
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m_screenshot_request.Set();
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}
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if (wait_for_completion)
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{
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// This is currently only used by Android, and it was using a wait time of 2 seconds.
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m_screenshot_completed.WaitFor(std::chrono::seconds(2));
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}
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}
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// Create On-Screen-Messages
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@ -814,7 +823,7 @@ void Renderer::RunFrameDumps()
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// Reset settings
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m_screenshot_name.clear();
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s_screenshot_completed.Set();
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m_screenshot_completed.Set();
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}
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if (SConfig::GetInstance().m_DumpFrames)
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@ -111,7 +111,7 @@ public:
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float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
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float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
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// Random utilities
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void SetScreenshot(const std::string& filename);
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void SaveScreenshot(const std::string& filename, bool wait_for_completion);
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void DrawDebugText();
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virtual void RenderText(const std::string& text, int left, int top, u32 color) = 0;
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@ -140,8 +140,6 @@ public:
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// Max height/width
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virtual u32 GetMaxTextureSize() = 0;
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Common::Event s_screenshot_completed;
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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virtual void ChangeSurface(void* new_surface_handle) {}
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@ -158,6 +156,7 @@ protected:
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void FinishFrameData();
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Common::Flag m_screenshot_request;
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Common::Event m_screenshot_completed;
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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