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.
This commit is contained in:
Matthew Parlane
2013-11-17 11:12:07 +13:00
parent cce869ae01
commit 33d8166620
12 changed files with 28 additions and 46 deletions

View File

@ -59,7 +59,7 @@ struct VBOCache {
};
static std::map<u64,VBOCache> s_VBO;
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
bool SaveTexture(const std::string filename, u32 textarget, u32 tex, int virtual_width, int virtual_height, unsigned int level)
{
#ifndef USE_GLES3
int width = std::max(virtual_width >> level, 1);
@ -127,7 +127,7 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
}
}
bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
bool TextureCache::TCacheEntry::Save(const std::string filename, unsigned int level)
{
return SaveTexture(filename, GL_TEXTURE_2D, texture, virtual_width, virtual_height, level);
}
@ -394,7 +394,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
count++), GL_TEXTURE_2D, texture, virtual_width, virtual_height, 0);
}
g_renderer->RestoreAPIState();