Remove wait_for_completion parameter from Renderer::SaveScreenshot
This is now unused. Seems like it was an improper fix (there would be a race if saving the screenshot took longer than 2 seconds) back when it was used too.
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25ebc3c07c
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7385e9129c
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@ -713,26 +713,25 @@ static std::string GenerateScreenshotName()
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return name;
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return name;
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}
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}
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void SaveScreenShot(bool wait_for_completion)
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void SaveScreenShot()
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{
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{
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const bool bPaused = GetState() == State::Paused;
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const bool bPaused = GetState() == State::Paused;
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SetState(State::Paused);
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SetState(State::Paused);
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g_renderer->SaveScreenshot(GenerateScreenshotName(), wait_for_completion);
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g_renderer->SaveScreenshot(GenerateScreenshotName());
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if (!bPaused)
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if (!bPaused)
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SetState(State::Running);
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SetState(State::Running);
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}
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}
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void SaveScreenShot(std::string_view name, bool wait_for_completion)
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void SaveScreenShot(std::string_view name)
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{
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{
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const bool bPaused = GetState() == State::Paused;
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const bool bPaused = GetState() == State::Paused;
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SetState(State::Paused);
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SetState(State::Paused);
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g_renderer->SaveScreenshot(fmt::format("{}{}.png", GenerateScreenshotFolderPath(), name),
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g_renderer->SaveScreenshot(fmt::format("{}{}.png", GenerateScreenshotFolderPath(), name));
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wait_for_completion);
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if (!bPaused)
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if (!bPaused)
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SetState(State::Running);
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SetState(State::Running);
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@ -112,8 +112,8 @@ void SetState(State state);
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State GetState();
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State GetState();
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void WaitUntilDoneBooting();
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void WaitUntilDoneBooting();
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void SaveScreenShot(bool wait_for_completion = false);
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void SaveScreenShot();
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void SaveScreenShot(std::string_view name, bool wait_for_completion = false);
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void SaveScreenShot(std::string_view name);
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void Callback_WiimoteInterruptChannel(int number, u16 channel_id, const u8* data, u32 size);
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void Callback_WiimoteInterruptChannel(int number, u16 channel_id, const u8* data, u32 size);
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@ -378,20 +378,11 @@ Renderer::ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const
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return std::make_tuple(left_rc, right_rc);
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return std::make_tuple(left_rc, right_rc);
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}
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}
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void Renderer::SaveScreenshot(std::string filename, bool wait_for_completion)
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void Renderer::SaveScreenshot(std::string filename)
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{
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{
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// We must not hold the lock while waiting for the screenshot to complete.
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{
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std::lock_guard<std::mutex> lk(m_screenshot_lock);
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std::lock_guard<std::mutex> lk(m_screenshot_lock);
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m_screenshot_name = std::move(filename);
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m_screenshot_name = std::move(filename);
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m_screenshot_request.Set();
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m_screenshot_request.Set();
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}
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if (wait_for_completion)
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{
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// This is currently only used by Android, and it was using a wait time of 2 seconds.
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m_screenshot_completed.WaitFor(std::chrono::seconds(2));
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}
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}
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}
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void Renderer::CheckForConfigChanges()
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void Renderer::CheckForConfigChanges()
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@ -199,7 +199,7 @@ public:
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float EFBToScaledYf(float y) const;
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float EFBToScaledYf(float y) const;
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// Random utilities
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// Random utilities
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void SaveScreenshot(std::string filename, bool wait_for_completion);
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void SaveScreenshot(std::string filename);
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void DrawDebugText();
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void DrawDebugText();
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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