diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp index 0dbb4ee25f..90165191a2 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp @@ -219,6 +219,7 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = D3D11_TEXTURE_ADDRESS_WRAP //reserved }; + void SetupDeviceObjects() { s_television.Init(); @@ -300,10 +301,7 @@ void SetupDeviceObjects() CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState"); - D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE); - hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture); - CHECK(hr==S_OK, "Create screenshot staging texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture"); + s_screenshot_texture = NULL; } // Kill off all device objects @@ -327,6 +325,14 @@ void TeardownDeviceObjects() s_television.Shutdown(); } +void CreateScreenshotTexture() +{ + D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE); + HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture); + CHECK(hr==S_OK, "Create screenshot staging texture"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture"); +} + Renderer::Renderer() { int x, y, w_temp, h_temp; @@ -847,6 +853,9 @@ 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 D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex()); @@ -1020,6 +1029,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons static int s_recordWidth; static int s_recordHeight; + if (!s_screenshot_texture) + CreateScreenshotTexture(); + D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex()); if (!bLastFrameDumped) { @@ -1159,10 +1171,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons s_LastAA = g_ActiveConfig.iMultisampleMode; PixelShaderCache::InvalidateMSAAShaders(); - // TODO: Aren't we still holding a reference to the back buffer right now? - D3D::Reset(); - s_backbuffer_width = D3D::GetBackBufferWidth(); - s_backbuffer_height = D3D::GetBackBufferHeight(); + if (windowResized) + { + // TODO: Aren't we still holding a reference to the back buffer right now? + D3D::Reset(); + SAFE_RELEASE(s_screenshot_texture); + s_backbuffer_width = D3D::GetBackBufferWidth(); + s_backbuffer_height = D3D::GetBackBufferHeight(); + } ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); @@ -1172,7 +1188,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons CalculateTargetSize(); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); - + delete g_framebuffer_manager; g_framebuffer_manager = new FramebufferManager; float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };