Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
This commit is contained in:
parent
26059f1109
commit
5f72542e06
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@ -680,7 +680,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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}
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}
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bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle& rc)
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void Renderer::TakeScreenshot(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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@ -689,34 +689,26 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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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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// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
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u8* __restrict dest = (u8*) malloc(rc.GetWidth() * rc.GetHeight() * 3);
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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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for (unsigned int y = 0; y < rc.GetHeight(); ++y)
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u8* src = (u8*) map.pData;
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for (int y = 0; y < rc.GetHeight(); ++y)
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{
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u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
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for (unsigned int x = 0; x < rc.GetWidth(); ++x)
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u8* __restrict row = src;
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for (int x = 0; x < rc.GetWidth(); ++x)
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{
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*ptr = 0xFF;
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ptr += 4;
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*dest++ = *row++;
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*dest++ = *row++;
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*dest++ = *row++;
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row++;
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}
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src += map.RowPitch;
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}
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D3D::context->Unmap(s_screenshot_texture, 0);
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// ready to be saved
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//HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
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HRESULT hr = 0;
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if (SUCCEEDED(hr))
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{
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OSD::AddMessage(StringFromFormat("Saved %i x %i %s", rc.GetWidth(),
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rc.GetHeight(), filename.c_str()));
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}
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else
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{
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OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
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}
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return SUCCEEDED(hr);
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SaveScreenshot(dest, rc.GetWidth(), rc.GetHeight());
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}
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void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
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@ -854,8 +846,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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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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SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
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s_bScreenshot = false;
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TakeScreenshot(GetTargetRectangle());
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}
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// Dump frames
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@ -48,9 +48,10 @@ public:
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void UpdateViewport();
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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static void TakeScreenshot(const TargetRectangle &rc);
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static bool CheckForResize();
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};
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}
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@ -11,9 +11,6 @@
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#include <cstdio>
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#include "GLUtil.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "WxUtils.h"
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#endif
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#include "FileUtil.h"
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@ -62,10 +59,6 @@
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#include "AVIDump.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include <wx/image.h>
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#endif
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// glew1.8 doesn't define KHR_debug
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#ifndef GL_DEBUG_OUTPUT
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#define GL_DEBUG_OUTPUT 0x92E0
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@ -78,17 +71,6 @@ void VideoConfig::UpdateProjectionHack()
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}
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#if defined(HAVE_WX) && HAVE_WX
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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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#endif
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int OSDInternalW, OSDInternalH;
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namespace OGL
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@ -127,10 +109,6 @@ static u32 s_blendMode;
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static bool s_vsync;
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#if defined(HAVE_WX) && HAVE_WX
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static std::thread scrshotThread;
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#endif
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// EFB cache related
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static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
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static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
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@ -626,11 +604,6 @@ Renderer::Renderer()
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Renderer::~Renderer()
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{
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#if defined(HAVE_WX) && HAVE_WX
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if (scrshotThread.joinable())
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scrshotThread.join();
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#endif
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}
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void Renderer::Shutdown()
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@ -1406,11 +1379,8 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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// Save screenshot
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if (s_bScreenshot)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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SaveScreenshot(s_sScreenshotName, flipped_trc);
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TakeScreenshot(flipped_trc);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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}
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// Frame dumps are handled a little differently in Windows
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@ -1788,71 +1758,22 @@ void Renderer::SetInterlacingMode()
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void Renderer::FlipImageData(u8 *data, int w, int h)
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{
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// Flip image upside down. Damn OpenGL.
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// XXX make this faster
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u8* __restrict top = data;
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u8* bot = data + w * h * 3;
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for (int y = 0; y < h / 2; y++)
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{
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for(int x = 0; x < w; x++)
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size_t stride = w * 3;
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bot -= stride;
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u8* __restrict brow = bot;
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for(size_t x = 0; x < stride; x++)
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{
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std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
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std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
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std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
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std::swap(*top++, *brow++);
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}
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}
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}
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}
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// TODO: remove
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extern bool g_aspect_wide;
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#if defined(HAVE_WX) && HAVE_WX
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void TakeScreenshot(ScrStrct* threadStruct)
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{
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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_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
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{
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bool use16_9 = g_aspect_wide;
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// Check for force-settings and override.
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if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
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use16_9 = true;
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else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
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use16_9 = false;
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float Ratio = (FloatW / FloatH) / (!use16_9 ? (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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// This is a bit expensive on high resolutions
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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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// This is really expensive when saving to PNG, but not at all when using BMP
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threadStruct->img->SaveFile(StrToWxStr(threadStruct->filename),
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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,
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threadStruct->filename.c_str()), 2000);
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delete threadStruct;
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}
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#endif
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namespace OGL
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{
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bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &back_rc)
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void Renderer::TakeScreenshot(const TargetRectangle &back_rc)
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{
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u32 W = back_rc.GetWidth();
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u32 H = back_rc.GetHeight();
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@ -1866,38 +1787,13 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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{
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free(data);
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OSD::AddMessage("Error capturing or saving screenshot.", 2000);
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return false;
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return;
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}
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// Turn image upside down
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FlipImageData(data, W, H);
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#if defined(HAVE_WX) && HAVE_WX
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// Create wxImage
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wxImage *a = new wxImage(W, H, data);
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if (scrshotThread.joinable())
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scrshotThread.join();
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ScrStrct *threadStruct = new ScrStrct;
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threadStruct->filename = filename;
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threadStruct->img = a;
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threadStruct->H = H; threadStruct->W = W;
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scrshotThread = std::thread(TakeScreenshot, threadStruct);
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#ifdef _WIN32
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SetThreadPriority(scrshotThread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL);
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#endif
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bool result = true;
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OSD::AddMessage("Saving Screenshot... ", 2000);
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#else
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bool result = SaveTGA(filename.c_str(), W, H, data);
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free(data);
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#endif
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return result;
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SaveScreenshot(data, W, H);
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}
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}
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@ -63,7 +63,7 @@ public:
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugInfo();
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void FlipImageData(u8 *data, int w, int h);
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static void FlipImageData(u8 *data, int w, int h);
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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@ -80,7 +80,7 @@ public:
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void UpdateViewport();
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bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
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static void TakeScreenshot(const TargetRectangle &rc);
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private:
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data);
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@ -30,6 +30,11 @@
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#include "XFMemory.h"
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#include "FifoPlayer/FifoRecorder.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "WxUtils.h"
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#include <wx/image.h>
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#endif
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#include <cmath>
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#include <string>
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@ -67,6 +72,8 @@ unsigned int Renderer::efb_scale_numeratorY = 1;
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unsigned int Renderer::efb_scale_denominatorX = 1;
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unsigned int Renderer::efb_scale_denominatorY = 1;
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// TODO: remove
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extern bool g_aspect_wide;
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Renderer::Renderer()
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: frame_data()
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@ -242,6 +249,73 @@ void Renderer::SetScreenshot(const char *filename)
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s_bScreenshot = true;
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}
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#if defined(HAVE_WX) && HAVE_WX
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void Renderer::SaveScreenshotOnThread(u8* data, size_t width, size_t height, std::string filename)
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{
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wxImage *img = new wxImage(width, height, data);
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// These will contain the final image size
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float FloatW = (float)width;
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float FloatH = (float)height;
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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_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
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{
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bool use16_9 = g_aspect_wide;
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// Check for force-settings and override.
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if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
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use16_9 = true;
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else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
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use16_9 = false;
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float Ratio = (FloatW / FloatH) / (!use16_9 ? (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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// This is a bit expensive on high resolutions
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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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// This is really expensive when saving to PNG, but not at all when using BMP
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img->SaveFile(StrToWxStr(filename), wxBITMAP_TYPE_PNG);
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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,
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filename.c_str()), 2000);
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}
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#endif
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void Renderer::SaveScreenshot(u8* ptr, size_t width, size_t height)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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#if defined(HAVE_WX) && HAVE_WX
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// Create wxImage
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std::thread thread(SaveScreenshotOnThread, ptr, width, height, s_sScreenshotName);
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#ifdef _WIN32
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SetThreadPriority(thread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL);
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#endif
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thread.detach();
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OSD::AddMessage("Saving Screenshot... ", 2000);
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#else
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SaveTGA(filename.c_str(), W, H, data);
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free(data);
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#endif
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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{
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g_renderer->RenderText(final_yellow.c_str(), 20, 20, 0xFFFFFF00);
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}
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// TODO: remove
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extern bool g_aspect_wide;
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void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
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{
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float FloatGLWidth = (float)backbuffer_width;
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@ -110,8 +110,6 @@ public:
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virtual void UpdateViewport() = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
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static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }
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static void CheckFifoRecording();
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static void RecordVideoMemory();
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#if defined(HAVE_WX) && HAVE_WX
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static void SaveScreenshotOnThread(u8* data, size_t width, size_t height, std::string filename);
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#endif
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static void SaveScreenshot(u8* ptr, size_t width, size_t height);
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static volatile bool s_bScreenshot;
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static std::mutex s_criticalScreenshot;
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static std::string s_sScreenshotName;
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