Renderer: Merge screenshot logic into VideoCommon.

This commit is contained in:
degasus 2016-10-08 18:23:57 +02:00
parent 21e42c68c4
commit 64927a2f81
13 changed files with 47 additions and 234 deletions

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@ -32,7 +32,6 @@
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
@ -712,39 +711,6 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
}
bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& rc)
{
if (!s_screenshot_texture)
CreateScreenshotTexture();
// copy back buffer to system memory
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, source_box.right - source_box.left,
source_box.bottom - source_box.top, false);
D3D::context->Unmap(s_screenshot_texture, 0);
if (saved_png)
{
OSD::AddMessage(
StringFromFormat("Saved %i x %i %s", rc.GetWidth(), rc.GetHeight(), filename.c_str()));
}
else
{
OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
}
return saved_png;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
const EFBRectangle& rc, float Gamma)
@ -843,17 +809,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma);
}
// 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
if (IsFrameDumping())
{

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@ -54,8 +54,6 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
static bool CheckForResize();
u32 GetMaxTextureSize() override;

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@ -34,7 +34,6 @@
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
@ -631,63 +630,6 @@ void Renderer::SetBlendMode(bool force_update)
D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
}
bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& rc)
{
if (!s_screenshot_texture)
CreateScreenshotTexture();
// copy back buffer to system memory
bool saved_png = false;
D3D12_BOX source_box = GetScreenshotSourceBox(rc);
D3D12_TEXTURE_COPY_LOCATION dst_location = {};
dst_location.pResource = s_screenshot_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
dst_location.PlacedFootprint.Footprint.Width = D3D::GetBackBufferWidth();
dst_location.PlacedFootprint.Footprint.Height = D3D::GetBackBufferHeight();
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(
dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
D3D12_TEXTURE_COPY_LOCATION src_location = {};
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
src_location.pResource = D3D::GetBackBuffer()->GetTex12();
D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &source_box);
D3D::command_list_mgr->ExecuteQueuedWork(true);
void* screenshot_texture_map;
D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch *
(source_box.bottom - source_box.top)};
CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
saved_png = TextureToPng(
static_cast<u8*>(screenshot_texture_map), dst_location.PlacedFootprint.Footprint.RowPitch,
filename, source_box.right - source_box.left, source_box.bottom - source_box.top, false);
D3D12_RANGE write_range = {};
s_screenshot_texture->Unmap(0, &write_range);
if (saved_png)
{
OSD::AddMessage(
StringFromFormat("Saved %i x %i %s", rc.GetWidth(), rc.GetHeight(), filename.c_str()));
}
else
{
OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
}
return saved_png;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
const EFBRectangle& rc, float gamma)
@ -798,17 +740,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
BlitScreen(source_rc, target_rc, read_texture, GetTargetWidth(), GetTargetHeight(), gamma);
}
// 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
if (IsFrameDumping())
{

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@ -54,8 +54,6 @@ public:
void ReinterpretPixelData(unsigned int conv_type) override;
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
static bool CheckForResize();
u32 GetMaxTextureSize() override;

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@ -31,9 +31,5 @@ public:
}
void ReinterpretPixelData(unsigned int convtype) override {}
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
{
return false;
}
};
}

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@ -36,7 +36,6 @@
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
@ -1445,23 +1444,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Save screenshot
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
if (SaveScreenshot(s_sScreenshotName, flipped_trc))
OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
s_screenshotCompleted.Set();
}
if (IsFrameDumping())
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
std::vector<u8> image(flipped_trc.GetWidth() * flipped_trc.GetHeight() * 4);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
@ -1727,21 +1711,6 @@ void Renderer::SetInterlacingMode()
namespace OGL
{
bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& back_rc)
{
u32 W = back_rc.GetWidth();
u32 H = back_rc.GetHeight();
std::unique_ptr<u8[]> data(new u8[W * 4 * H]);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
// Turn image upside down
FlipImageData(data.get(), W, H, 4);
return TextureToPng(data.get(), W * 4, filename, W, H, false);
}
u32 Renderer::GetMaxTextureSize()
{
// Right now nvidia seems to do something very weird if we try to cache GL_MAX_TEXTURE_SIZE in

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@ -101,8 +101,6 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
u32 GetMaxTextureSize() override;
void ChangeSurface(void* new_surface_handle) override;

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@ -220,19 +220,6 @@ void VertexManager::vFlush(bool useDstAlpha)
OpenFStream(fvs, filename, std::ios_base::out);
fvs << prog.shader.strvprog;
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
{
std::string filename =
StringFromFormat("%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
g_ActiveConfig.iSaveTargetId);
TargetRectangle tr;
tr.left = 0;
tr.right = Renderer::GetTargetWidth();
tr.top = 0;
tr.bottom = Renderer::GetTargetHeight();
g_renderer->SaveScreenshot(filename, tr);
}
#endif
g_Config.iSaveTargetId++;

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@ -40,8 +40,4 @@ public:
u32 color, u32 z) override;
void ReinterpretPixelData(unsigned int convtype) override {}
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
{
return true;
};
};

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@ -29,7 +29,6 @@
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
@ -482,16 +481,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Draw to the screenshot buffer if needed.
bool needs_framedump = IsFrameDumping();
bool needs_screenshot = s_bScreenshot || needs_framedump;
if (needs_screenshot && DrawScreenshot(source_rc, efb_color_texture))
{
if (s_bScreenshot)
{
WriteScreenshot();
}
if (needs_framedump)
if (IsFrameDumping() && DrawScreenshot(source_rc, efb_color_texture))
{
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_render_texture->GetWidth()),
@ -499,7 +489,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
static_cast<int>(m_screenshot_readback_texture->GetRowStride()));
FinishFrameData();
}
}
// Restore the EFB color texture to color attachment ready for rendering the next frame.
m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
@ -759,23 +748,6 @@ void Renderer::DestroyScreenshotResources()
m_screenshot_readback_texture.reset();
}
void Renderer::WriteScreenshot()
{
std::lock_guard<std::mutex> guard(s_criticalScreenshot);
if (!TextureToPng(reinterpret_cast<u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_readback_texture->GetRowStride()),
s_sScreenshotName, static_cast<int>(m_screenshot_render_texture->GetWidth()),
static_cast<int>(m_screenshot_render_texture->GetHeight()), false))
{
WARN_LOG(VIDEO, "Failed to write screenshot to %s", s_sScreenshotName.c_str());
}
s_sScreenshotName.clear();
s_bScreenshot = false;
s_screenshotCompleted.Set();
}
void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
{
if (FramebufferManagerBase::LastXfbWidth() == fb_stride &&

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@ -49,11 +49,6 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
{
return false;
}
void ApplyState(bool bUseDstAlpha) override;
void ResetAPIState() override;
@ -99,7 +94,6 @@ private:
const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
bool ResizeScreenshotBuffer(u32 new_width, u32 new_height);
void DestroyScreenshotResources();
void WriteScreenshot();
FramebufferManager* m_framebuffer_mgr = nullptr;
VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;

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@ -41,6 +41,7 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
@ -538,6 +539,9 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
bool Renderer::IsFrameDumping()
{
if (s_bScreenshot)
return true;
#if defined(HAVE_LIBAV) || defined(_WIN32)
if (SConfig::GetInstance().m_DumpFrames)
return true;
@ -556,13 +560,31 @@ bool Renderer::IsFrameDumping()
void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, bool swap_upside_down)
{
#if defined(HAVE_LIBAV) || defined(_WIN32)
if (w == 0 || h == 0)
return;
// TODO: Refactor this. Right now it's needed for the implace flipping of the image.
m_frame_data.assign(data, data + stride * h);
if (swap_upside_down)
FlipImageData(m_frame_data.data(), w, h, 4);
// Save screenshot
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
if (TextureToPng(m_frame_data.data(), stride, s_sScreenshotName, w, h, false))
OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
s_screenshotCompleted.Set();
}
#if defined(HAVE_LIBAV) || defined(_WIN32)
if (SConfig::GetInstance().m_DumpFrames)
{
if (!m_last_frame_dumped)
{
m_AVI_dumping = AVIDump::Start(w, h);
@ -579,12 +601,11 @@ void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, bool swap
}
if (m_AVI_dumping)
{
if (swap_upside_down)
FlipImageData(m_frame_data.data(), w, h, 4);
AVIDump::AddFrame(m_frame_data.data(), w, h, stride);
}
m_last_frame_dumped = true;
}
#endif
}

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@ -127,8 +127,6 @@ public:
virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
const EFBRectangle& rc, float Gamma = 1.0f) = 0;
virtual bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) = 0;
static PEControl::PixelFormat GetPrevPixelFormat() { return prev_efb_format; }
static void StorePixelFormat(PEControl::PixelFormat new_format) { prev_efb_format = new_format; }
PostProcessingShaderImplementation* GetPostProcessor() { return m_post_processor.get(); }