Renderer: Merge screenshot logic into VideoCommon.
This commit is contained in:
parent
21e42c68c4
commit
64927a2f81
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@ -32,7 +32,6 @@
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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@ -712,39 +711,6 @@ 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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{
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if (!s_screenshot_texture)
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CreateScreenshotTexture();
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// copy back buffer to system memory
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D3D11_BOX source_box = GetScreenshotSourceBox(rc);
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
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(ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
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&source_box);
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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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bool saved_png =
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TextureToPng((u8*)map.pData, map.RowPitch, filename, source_box.right - source_box.left,
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source_box.bottom - source_box.top, false);
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D3D::context->Unmap(s_screenshot_texture, 0);
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if (saved_png)
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{
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OSD::AddMessage(
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StringFromFormat("Saved %i x %i %s", rc.GetWidth(), 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 saved_png;
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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const EFBRectangle& rc, float Gamma)
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@ -843,17 +809,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma);
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}
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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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std::lock_guard<std::mutex> guard(s_criticalScreenshot);
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SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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// Dump frames
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if (IsFrameDumping())
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{
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@ -54,8 +54,6 @@ public:
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void ReinterpretPixelData(unsigned int convtype) override;
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
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static bool CheckForResize();
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u32 GetMaxTextureSize() override;
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@ -34,7 +34,6 @@
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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@ -631,63 +630,6 @@ void Renderer::SetBlendMode(bool force_update)
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
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}
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bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& rc)
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{
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if (!s_screenshot_texture)
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CreateScreenshotTexture();
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// copy back buffer to system memory
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bool saved_png = false;
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D3D12_BOX source_box = GetScreenshotSourceBox(rc);
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D3D12_TEXTURE_COPY_LOCATION dst_location = {};
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dst_location.pResource = s_screenshot_texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dst_location.PlacedFootprint.Footprint.Width = D3D::GetBackBufferWidth();
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dst_location.PlacedFootprint.Footprint.Height = D3D::GetBackBufferHeight();
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dst_location.PlacedFootprint.Footprint.Depth = 1;
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dst_location.PlacedFootprint.Footprint.RowPitch = D3D::AlignValue(
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dst_location.PlacedFootprint.Footprint.Width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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D3D12_TEXTURE_COPY_LOCATION src_location = {};
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = 0;
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src_location.pResource = D3D::GetBackBuffer()->GetTex12();
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D3D::GetBackBuffer()->TransitionToResourceState(D3D::current_command_list,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D::current_command_list->CopyTextureRegion(&dst_location, 0, 0, 0, &src_location, &source_box);
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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void* screenshot_texture_map;
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch *
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(source_box.bottom - source_box.top)};
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CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
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saved_png = TextureToPng(
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static_cast<u8*>(screenshot_texture_map), dst_location.PlacedFootprint.Footprint.RowPitch,
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filename, source_box.right - source_box.left, source_box.bottom - source_box.top, false);
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D3D12_RANGE write_range = {};
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s_screenshot_texture->Unmap(0, &write_range);
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if (saved_png)
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{
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OSD::AddMessage(
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StringFromFormat("Saved %i x %i %s", rc.GetWidth(), 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 saved_png;
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
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const EFBRectangle& rc, float gamma)
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@ -798,17 +740,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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BlitScreen(source_rc, target_rc, read_texture, GetTargetWidth(), GetTargetHeight(), gamma);
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}
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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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std::lock_guard<std::mutex> guard(s_criticalScreenshot);
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SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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// Dump frames
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if (IsFrameDumping())
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{
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@ -54,8 +54,6 @@ public:
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void ReinterpretPixelData(unsigned int conv_type) override;
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
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static bool CheckForResize();
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u32 GetMaxTextureSize() override;
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@ -31,9 +31,5 @@ public:
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}
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void ReinterpretPixelData(unsigned int convtype) override {}
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
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{
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return false;
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}
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};
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}
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@ -36,7 +36,6 @@
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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@ -1445,23 +1444,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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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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if (SaveScreenshot(s_sScreenshotName, flipped_trc))
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OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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if (IsFrameDumping())
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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std::vector<u8> image(flipped_trc.GetWidth() * flipped_trc.GetHeight() * 4);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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@ -1727,21 +1711,6 @@ void Renderer::SetInterlacingMode()
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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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{
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u32 W = back_rc.GetWidth();
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u32 H = back_rc.GetHeight();
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std::unique_ptr<u8[]> data(new u8[W * 4 * H]);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
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// Turn image upside down
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FlipImageData(data.get(), W, H, 4);
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return TextureToPng(data.get(), W * 4, filename, W, H, false);
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}
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u32 Renderer::GetMaxTextureSize()
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{
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// 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:
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void ReinterpretPixelData(unsigned int convtype) override;
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override;
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u32 GetMaxTextureSize() override;
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void ChangeSurface(void* new_surface_handle) override;
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@ -220,19 +220,6 @@ void VertexManager::vFlush(bool useDstAlpha)
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OpenFStream(fvs, filename, std::ios_base::out);
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fvs << prog.shader.strvprog;
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}
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if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
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{
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std::string filename =
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StringFromFormat("%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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g_ActiveConfig.iSaveTargetId);
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TargetRectangle tr;
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tr.left = 0;
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tr.right = Renderer::GetTargetWidth();
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tr.top = 0;
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tr.bottom = Renderer::GetTargetHeight();
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g_renderer->SaveScreenshot(filename, tr);
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}
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#endif
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g_Config.iSaveTargetId++;
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@ -40,8 +40,4 @@ public:
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u32 color, u32 z) override;
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void ReinterpretPixelData(unsigned int convtype) override {}
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
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{
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return true;
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};
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};
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@ -29,7 +29,6 @@
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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@ -482,16 +481,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Draw to the screenshot buffer if needed.
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bool needs_framedump = IsFrameDumping();
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bool needs_screenshot = s_bScreenshot || needs_framedump;
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if (needs_screenshot && DrawScreenshot(source_rc, efb_color_texture))
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{
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if (s_bScreenshot)
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{
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WriteScreenshot();
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}
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if (needs_framedump)
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if (IsFrameDumping() && DrawScreenshot(source_rc, efb_color_texture))
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{
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DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
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static_cast<int>(m_screenshot_render_texture->GetWidth()),
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@ -499,7 +489,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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static_cast<int>(m_screenshot_readback_texture->GetRowStride()));
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FinishFrameData();
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}
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}
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// Restore the EFB color texture to color attachment ready for rendering the next frame.
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m_framebuffer_mgr->GetEFBColorTexture()->TransitionToLayout(
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m_screenshot_readback_texture.reset();
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}
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void Renderer::WriteScreenshot()
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{
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std::lock_guard<std::mutex> guard(s_criticalScreenshot);
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if (!TextureToPng(reinterpret_cast<u8*>(m_screenshot_readback_texture->GetMapPointer()),
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static_cast<int>(m_screenshot_readback_texture->GetRowStride()),
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s_sScreenshotName, static_cast<int>(m_screenshot_render_texture->GetWidth()),
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static_cast<int>(m_screenshot_render_texture->GetHeight()), false))
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{
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WARN_LOG(VIDEO, "Failed to write screenshot to %s", s_sScreenshotName.c_str());
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}
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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void Renderer::CheckForTargetResize(u32 fb_width, u32 fb_stride, u32 fb_height)
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{
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if (FramebufferManagerBase::LastXfbWidth() == fb_stride &&
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void ReinterpretPixelData(unsigned int convtype) override;
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bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) override
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{
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return false;
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}
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void ApplyState(bool bUseDstAlpha) override;
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void ResetAPIState() override;
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const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
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bool ResizeScreenshotBuffer(u32 new_width, u32 new_height);
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void DestroyScreenshotResources();
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void WriteScreenshot();
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FramebufferManager* m_framebuffer_mgr = nullptr;
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VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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@ -538,6 +539,9 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
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bool Renderer::IsFrameDumping()
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{
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if (s_bScreenshot)
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return true;
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#if defined(HAVE_LIBAV) || defined(_WIN32)
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if (SConfig::GetInstance().m_DumpFrames)
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return true;
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@ -556,13 +560,31 @@ bool Renderer::IsFrameDumping()
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void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, bool swap_upside_down)
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{
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#if defined(HAVE_LIBAV) || defined(_WIN32)
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if (w == 0 || h == 0)
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return;
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// TODO: Refactor this. Right now it's needed for the implace flipping of the image.
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m_frame_data.assign(data, data + stride * h);
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if (swap_upside_down)
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FlipImageData(m_frame_data.data(), w, h, 4);
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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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if (TextureToPng(m_frame_data.data(), stride, s_sScreenshotName, w, h, false))
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OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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#if defined(HAVE_LIBAV) || defined(_WIN32)
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if (SConfig::GetInstance().m_DumpFrames)
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{
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if (!m_last_frame_dumped)
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{
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m_AVI_dumping = AVIDump::Start(w, h);
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@ -579,12 +601,11 @@ void Renderer::DumpFrameData(const u8* data, int w, int h, int stride, bool swap
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}
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if (m_AVI_dumping)
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{
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if (swap_upside_down)
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FlipImageData(m_frame_data.data(), w, h, 4);
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AVIDump::AddFrame(m_frame_data.data(), w, h, stride);
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}
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m_last_frame_dumped = true;
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}
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#endif
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}
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@ -127,8 +127,6 @@ public:
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virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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const EFBRectangle& rc, float Gamma = 1.0f) = 0;
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virtual bool SaveScreenshot(const std::string& filename, const TargetRectangle& rc) = 0;
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||||
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||||
static PEControl::PixelFormat GetPrevPixelFormat() { return prev_efb_format; }
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||||
static void StorePixelFormat(PEControl::PixelFormat new_format) { prev_efb_format = new_format; }
|
||||
PostProcessingShaderImplementation* GetPostProcessor() { return m_post_processor.get(); }
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||||
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Reference in New Issue