VideoCommon/Render: Inplace frame dump encoding.
This increase the performance of good backends a bit, but slows down the bads one a lot. Let's fix those backends instead of forcing stupid memcpy in the common code.
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@ -705,23 +705,20 @@ void Renderer::RunFrameDumps()
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if (!m_frame_dump_thread_running.IsSet())
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if (!m_frame_dump_thread_running.IsSet())
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break;
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break;
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const auto config = m_frame_dump_config;
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auto config = m_frame_dump_config;
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// TODO: Refactor this. Right now it's needed for the implace flipping of the image.
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data.assign(config.data, config.data + config.stride * config.height);
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// As we've done a copy now, there is no need to block the GPU thread any longer.
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m_frame_dump_done.Set();
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if (config.upside_down)
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if (config.upside_down)
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FlipImageData(data.data(), config.width, config.height, 4);
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{
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config.data = config.data + (config.height - 1) * config.stride;
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config.stride = -config.stride;
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}
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// Save screenshot
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// Save screenshot
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if (s_screenshot.TestAndClear())
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if (s_screenshot.TestAndClear())
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{
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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if (TextureToPng(data.data(), config.stride, s_sScreenshotName, config.width, config.height,
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if (TextureToPng(config.data, config.stride, s_sScreenshotName, config.width, config.height,
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false))
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false))
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OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
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OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
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@ -745,9 +742,11 @@ void Renderer::RunFrameDumps()
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}
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}
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}
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}
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AVIDump::AddFrame(data.data(), config.width, config.height, config.stride, config.state);
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AVIDump::AddFrame(config.data, config.width, config.height, config.stride, config.state);
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}
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}
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#endif
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#endif
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m_frame_dump_done.Set();
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}
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}
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#if defined(HAVE_LIBAV) || defined(_WIN32)
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#if defined(HAVE_LIBAV) || defined(_WIN32)
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