mirror of https://github.com/PCSX2/pcsx2.git
GS: Improve capture robustness
Automatically restart capture on renderer or hardware reset.
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6bf07086a0
commit
0e78f3f3bc
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@ -227,6 +227,16 @@ bool GSreopen(bool recreate_device, bool recreate_renderer, const Pcsx2Config::G
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if (GSConfig.UserHacks_ReadTCOnClose)
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g_gs_renderer->ReadbackTextureCache();
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std::string capture_filename;
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GSVector2i capture_size;
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if (GSCapture::IsCapturing() && (recreate_renderer || recreate_device))
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{
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capture_filename = GSCapture::GetNextCaptureFileName();
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capture_size = GSCapture::GetSize();
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Console.Warning(fmt::format("Restarting video capture to {}.", capture_filename));
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g_gs_renderer->EndCapture();
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}
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u8* basemem = g_gs_renderer->GetRegsMem();
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const u32 gamecrc = g_gs_renderer->GetGameCRC();
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@ -302,6 +312,9 @@ bool GSreopen(bool recreate_device, bool recreate_renderer, const Pcsx2Config::G
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g_gs_renderer->SetGameCRC(gamecrc);
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}
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if (!capture_filename.empty())
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g_gs_renderer->BeginCapture(std::move(capture_filename), capture_size);
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return true;
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}
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@ -411,6 +424,12 @@ int GSfreeze(FreezeAction mode, freezeData* data)
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// local memory just before it's overwritten), we have to manually wipe
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// out the current textures.
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g_gs_device->ClearCurrent();
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// Dump audio frames in video capture if it's been started, otherwise we get
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// a buildup of audio frames from the CPU thread.
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if (GSCapture::IsCapturing())
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GSCapture::Flush();
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return g_gs_renderer->Defrost(data);
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}
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}
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@ -1329,6 +1329,61 @@ GSVector2i GSCapture::GetSize()
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return s_size;
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}
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std::string GSCapture::GetNextCaptureFileName()
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{
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std::string ret;
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if (!IsCapturing())
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return ret;
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const std::string_view ext = Path::GetExtension(s_filename);
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std::string_view name = Path::GetFileTitle(s_filename);
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// Should end with a number.
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int partnum = 2;
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std::string_view::size_type pos = name.rfind("_part");
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if (pos >= 0)
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{
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std::string_view::size_type cpos = pos + 5;
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for (; cpos < name.length(); cpos++)
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{
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if (name[cpos] < '0' || name[cpos] > '9')
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break;
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}
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if (cpos == name.length())
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{
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// Has existing part number, so add to it.
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partnum = StringUtil::FromChars<int>(name.substr(pos + 5)).value_or(1) + 1;
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name = name.substr(0, pos);
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}
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}
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// If we haven't started a new file previously, add "_part2".
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ret = Path::BuildRelativePath(s_filename, fmt::format("{}_part{:03d}.{}", name, partnum, ext));
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return ret;
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}
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void GSCapture::Flush()
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{
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std::unique_lock<std::mutex> lock(s_lock);
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if (s_encoding_error)
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return;
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ProcessAllInFlightFrames(lock);
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if (IsCapturingAudio())
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{
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// Clear any buffered audio frames out, we don't want to delay the CPU thread.
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const u32 audio_frames = s_audio_buffer_size.load(std::memory_order_acquire);
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if (audio_frames > 0)
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Console.Warning("Dropping %u audio frames on for buffer clear.", audio_frames);
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s_audio_buffer_read_pos = 0;
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s_audio_buffer_write_pos = 0;
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s_audio_buffer_size.store(0, std::memory_order_release);
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}
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}
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GSCapture::CodecList GSCapture::GetCodecListForContainer(const char* container, AVMediaType type)
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{
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CodecList ret;
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@ -40,6 +40,8 @@ namespace GSCapture
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bool IsCapturingAudio();
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const Threading::ThreadHandle& GetEncoderThreadHandle();
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GSVector2i GetSize();
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std::string GetNextCaptureFileName();
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void Flush();
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using CodecName = std::pair<std::string, std::string>; // shortname,longname
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using CodecList = std::vector<CodecName>;
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@ -71,11 +71,22 @@ GSRenderer::~GSRenderer() = default;
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void GSRenderer::Reset(bool hardware_reset)
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{
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// clear the current display texture
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// Clear the current display texture.
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if (hardware_reset)
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g_gs_device->ClearCurrent();
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GSState::Reset(hardware_reset);
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// Restart video capture if it's been started.
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// Otherwise we get a buildup of audio frames from the CPU thread.
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if (hardware_reset && GSCapture::IsCapturing())
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{
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std::string next_filename = GSCapture::GetNextCaptureFileName();
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const GSVector2i size = GSCapture::GetSize();
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Console.Warning(fmt::format("Restarting video capture to {}.", next_filename));
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EndCapture();
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BeginCapture(std::move(next_filename), size);
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}
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}
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void GSRenderer::Destroy()
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@ -545,7 +556,7 @@ void GSRenderer::VSync(u32 field, bool registers_written, bool idle_frame)
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const bool fb_sprite_frame = (fb_sprite_blits > 0);
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bool skip_frame = false;
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if (GSConfig.SkipDuplicateFrames)
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if (GSConfig.SkipDuplicateFrames && !GSCapture::IsCapturingVideo())
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{
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bool is_unique_frame;
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switch (PerformanceMetrics::GetInternalFPSMethod())
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@ -740,10 +751,9 @@ void GSRenderer::VSync(u32 field, bool registers_written, bool idle_frame)
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// capture
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if (GSCapture::IsCapturingVideo())
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{
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const GSVector2i size = GSCapture::GetSize();
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if (GSTexture* current = g_gs_device->GetCurrent())
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{
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const GSVector2i size(GSCapture::GetSize());
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// TODO: Maybe avoid this copy in the future? We can use swscale to fix it up on the dumping thread..
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if (current->GetSize() != size)
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{
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@ -760,6 +770,17 @@ void GSRenderer::VSync(u32 field, bool registers_written, bool idle_frame)
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GSCapture::DeliverVideoFrame(current);
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}
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}
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else
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{
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// Bit janky, but unless we want to make variable frame rate files, we need to deliver *a* frame to
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// the video file, so just grab a blank RT.
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GSTexture* temp = g_gs_device->CreateRenderTarget(size.x, size.y, GSTexture::Format::Color, true);
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if (temp)
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{
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GSCapture::DeliverVideoFrame(temp);
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g_gs_device->Recycle(temp);
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}
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}
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}
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}
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@ -893,9 +914,11 @@ void GSSetDisplayAlignment(GSDisplayAlignment alignment)
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s_display_alignment = alignment;
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}
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bool GSRenderer::BeginCapture(std::string filename)
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bool GSRenderer::BeginCapture(std::string filename, const GSVector2i& size)
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{
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const GSVector2i capture_resolution(GSConfig.VideoCaptureAutoResolution ?
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const GSVector2i capture_resolution = (size.x != 0 && size.y != 0) ?
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size :
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(GSConfig.VideoCaptureAutoResolution ?
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GetInternalResolution() :
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GSVector2i(GSConfig.VideoCaptureWidth, GSConfig.VideoCaptureHeight));
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@ -70,7 +70,7 @@ public:
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void StopGSDump();
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void PresentCurrentFrame();
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bool BeginCapture(std::string filename);
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bool BeginCapture(std::string filename, const GSVector2i& size = GSVector2i(0, 0));
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void EndCapture();
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};
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