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Merge pull request #4326 from degasus/framedump
Framedump: Merge screenshot code with framedumping.
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@ -36,7 +36,6 @@
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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@ -1444,23 +1443,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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// Save screenshot
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if (s_bScreenshot)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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if (SaveScreenshot(s_sScreenshotName, flipped_trc))
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OSD::AddMessage("Screenshot saved to " + s_sScreenshotName);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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s_screenshotCompleted.Set();
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}
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if (IsFrameDumping())
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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std::vector<u8> image(flipped_trc.GetWidth() * flipped_trc.GetHeight() * 4);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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@ -1468,7 +1452,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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flipped_trc.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.data());
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DumpFrameData(image.data(), flipped_trc.GetWidth(), flipped_trc.GetHeight(),
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flipped_trc.GetWidth() * 4, AVIDump::DumpFormat::FORMAT_RGBA, true);
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flipped_trc.GetWidth() * 4, true);
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FinishFrameData();
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}
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// Finish up the current frame, print some stats
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@ -1726,21 +1710,6 @@ void Renderer::SetInterlacingMode()
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namespace OGL
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{
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bool Renderer::SaveScreenshot(const std::string& filename, const TargetRectangle& back_rc)
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{
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u32 W = back_rc.GetWidth();
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u32 H = back_rc.GetHeight();
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std::unique_ptr<u8[]> data(new u8[W * 4 * H]);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
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// Turn image upside down
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FlipImageData(data.get(), W, H, 4);
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return TextureToPng(data.get(), W * 4, filename, W, H, false);
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}
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u32 Renderer::GetMaxTextureSize()
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{
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// Right now nvidia seems to do something very weird if we try to cache GL_MAX_TEXTURE_SIZE in
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