Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).

This commit is contained in:
comex
2013-11-02 22:17:56 -04:00
parent 26059f1109
commit 5f72542e06
6 changed files with 109 additions and 147 deletions

View File

@ -680,7 +680,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
}
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle& rc)
void Renderer::TakeScreenshot(const TargetRectangle &rc)
{
if (!s_screenshot_texture)
CreateScreenshotTexture(rc);
@ -689,34 +689,26 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
D3D11_BOX box = CD3D11_BOX(rc.left, rc.top, 0, rc.right, rc.bottom, 1);
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
u8* __restrict dest = (u8*) malloc(rc.GetWidth() * rc.GetHeight() * 3);
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
for (unsigned int y = 0; y < rc.GetHeight(); ++y)
u8* src = (u8*) map.pData;
for (int y = 0; y < rc.GetHeight(); ++y)
{
u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
for (unsigned int x = 0; x < rc.GetWidth(); ++x)
u8* __restrict row = src;
for (int x = 0; x < rc.GetWidth(); ++x)
{
*ptr = 0xFF;
ptr += 4;
*dest++ = *row++;
*dest++ = *row++;
*dest++ = *row++;
row++;
}
src += map.RowPitch;
}
D3D::context->Unmap(s_screenshot_texture, 0);
// ready to be saved
//HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
HRESULT hr = 0;
if (SUCCEEDED(hr))
{
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", rc.GetWidth(),
rc.GetHeight(), filename.c_str()));
}
else
{
OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
}
return SUCCEEDED(hr);
SaveScreenshot(dest, rc.GetWidth(), rc.GetHeight());
}
void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
@ -854,8 +846,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
// done with drawing the game stuff, good moment to save a screenshot
if (s_bScreenshot)
{
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
s_bScreenshot = false;
TakeScreenshot(GetTargetRectangle());
}
// Dump frames