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Use IOFile for TextureToPng to support non-ascii
Changed save texture/screenshot uses to std::string Removed unneeded new/delete calls when dealing with temp data.
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@ -33,7 +33,7 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
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D3D::context->PSSetShaderResources(stage, 1, &texture->GetSRV());
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}
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bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
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bool TextureCache::TCacheEntry::Save(const std::string filename, unsigned int level)
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{
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// TODO: Somehow implement this (D3DX11 doesn't support dumping individual LODs)
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static bool warn_once = true;
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@ -65,14 +65,7 @@ bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
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HRESULT hr = D3D::context->Map(pNewTexture, 0, D3D11_MAP_READ_WRITE, 0, &map);
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if (SUCCEEDED(hr))
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{
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if (map.pData)
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{
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u8* data = new u8[map.RowPitch * desc.Height];
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memcpy(data, map.pData, map.RowPitch * desc.Height);
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saved_png = TextureToPng(data, map.RowPitch, filename, desc.Width, desc.Height);
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delete[] data;
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}
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saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, desc.Width, desc.Height);
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D3D::context->Unmap(pNewTexture, 0);
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}
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SAFE_RELEASE(pNewTexture);
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