D3D12: Use VideoCommon framedump helpers.
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@ -711,9 +711,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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if (Fifo::WillSkipCurrentFrame() || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) ||
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!fb_width || !fb_height)
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{
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if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
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AVIDump::AddFrame(&frame_data[0], fb_width, fb_height);
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RepeatFrameDumpFrame();
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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@ -723,9 +721,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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FramebufferManager::GetXFBSource(xfb_addr, fb_stride, fb_height, &xfb_count);
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if ((!xfb_source_list || xfb_count == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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{
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if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
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AVIDump::AddFrame(&frame_data[0], fb_width, fb_height);
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RepeatFrameDumpFrame();
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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@ -832,7 +828,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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}
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// Dump frames
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if (SConfig::GetInstance().m_DumpFrames)
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if (IsFrameDumping())
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{
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if (!s_screenshot_texture)
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CreateScreenshotTexture();
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@ -865,51 +861,19 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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if (!bLastFrameDumped)
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{
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bAVIDumping = AVIDump::Start(source_width, source_height, AVIDump::DumpFormat::FORMAT_BGR);
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if (!bAVIDumping)
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{
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PanicAlert("Error dumping frames to AVI.");
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}
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else
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{
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std::string msg = StringFromFormat("Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(),
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source_width, source_height);
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void* screenshot_texture_map;
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
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CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
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OSD::AddMessage(msg, 2000);
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}
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}
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if (bAVIDumping)
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{
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if (frame_data.capacity() != 3 * source_width * source_height)
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frame_data.resize(3 * source_width * source_height);
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// TODO: This convertion is not needed. Get rid of it.
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std::vector<u8> image(source_width * source_height * 3);
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formatBufferDump(static_cast<u8*>(screenshot_texture_map), image.data(), source_width,
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source_height, dst_location.PlacedFootprint.Footprint.RowPitch);
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void* screenshot_texture_map;
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
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CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
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formatBufferDump(static_cast<u8*>(screenshot_texture_map), &frame_data[0], source_width,
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source_height, dst_location.PlacedFootprint.Footprint.RowPitch);
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DumpFrameData(image.data(), source_width, source_height, AVIDump::DumpFormat::FORMAT_BGR, true);
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D3D12_RANGE write_range = {};
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s_screenshot_texture->Unmap(0, &write_range);
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FlipImageData(&frame_data[0], source_width, source_height);
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AVIDump::AddFrame(&frame_data[0], source_width, source_height);
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}
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bLastFrameDumped = true;
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}
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else
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{
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if (bLastFrameDumped && bAVIDumping)
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{
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AVIDump::Stop();
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std::vector<u8>().swap(frame_data);
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bAVIDumping = false;
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OSD::AddMessage("Stop dumping frames to AVI", 2000);
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}
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bLastFrameDumped = false;
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D3D12_RANGE write_range = {};
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s_screenshot_texture->Unmap(0, &write_range);
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}
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// Reset viewport for drawing text
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