// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/Flag.h" #include "Common/MathUtil.h" #include "Common/Thread.h" #include "VideoCommon/FrameDumpFFMpeg.h" #include "VideoCommon/VideoEvents.h" class AbstractStagingTexture; class AbstractTexture; class AbstractFramebuffer; class FrameDumper { public: FrameDumper(); ~FrameDumper(); // Ensures all rendered frames are queued for encoding. void FlushFrameDump(); // Fills the frame dump staging texture with the current XFB texture. void DumpCurrentFrame(const AbstractTexture* src_texture, const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& target_rect, u64 ticks, int frame_number); void SaveScreenshot(std::string filename); bool IsFrameDumping() const; int GetRequiredResolutionLeastCommonMultiple() const; void DoState(PointerWrap& p); private: // NOTE: The methods below are called on the framedumping thread. void FrameDumpThreadFunc(); bool StartFrameDumpToFFMPEG(const FrameData&); void DumpFrameToFFMPEG(const FrameData&); void StopFrameDumpToFFMPEG(); std::string GetFrameDumpNextImageFileName() const; bool StartFrameDumpToImage(const FrameData&); void DumpFrameToImage(const FrameData&); void ShutdownFrameDumping(); // Checks that the frame dump render texture exists and is the correct size. bool CheckFrameDumpRenderTexture(u32 target_width, u32 target_height); // Checks that the frame dump readback texture exists and is the correct size. bool CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height); // Asynchronously encodes the specified pointer of frame data to the frame dump. void DumpFrameData(const u8* data, int w, int h, int stride); // Ensures all encoded frames have been written to the output file. void FinishFrameData(); std::thread m_frame_dump_thread; Common::Flag m_frame_dump_thread_running; // Used to kick frame dump thread. Common::Event m_frame_dump_start; // Set by frame dump thread on frame completion. Common::Event m_frame_dump_done; // Holds emulation state during the last swap when dumping. FrameState m_last_frame_state; // Communication of frame between video and dump threads. FrameData m_frame_dump_data; // Texture used for screenshot/frame dumping std::unique_ptr m_frame_dump_render_texture; std::unique_ptr m_frame_dump_render_framebuffer; // Double buffer: std::unique_ptr m_frame_dump_readback_texture; std::unique_ptr m_frame_dump_output_texture; // Set when readback texture holds a frame that needs to be dumped. bool m_frame_dump_needs_flush = false; // Set when thread is processing output texture. bool m_frame_dump_frame_running = false; // Used to generate screenshot names. u32 m_frame_dump_image_counter = 0; FFMpegFrameDump m_ffmpeg_dump; // Screenshots Common::Flag m_screenshot_request; Common::Event m_screenshot_completed; std::mutex m_screenshot_lock; std::string m_screenshot_name; Common::EventHook m_frame_end_handle; }; extern std::unique_ptr g_frame_dumper;