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Support frame and video dumping from VideoCommon
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@ -507,23 +507,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// are determined by guest state. Currently, the only way to catch these is to update every frame.
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UpdateDrawRectangle();
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// Render the frame dump image if enabled.
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if (IsFrameDumping())
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{
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// If we haven't dumped a single frame yet, set up frame dumping.
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if (!m_frame_dumping_active)
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StartFrameDumping();
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/* DrawFrameDump(scaled_efb_rect, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height,
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ticks);*/
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}
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else
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{
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// If frame dumping was previously enabled, flush all frames and remove the fence callback.
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if (m_frame_dumping_active)
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EndFrameDumping();
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}
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// Ensure the worker thread is not still submitting a previous command buffer.
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// In other words, the last frame has been submitted (otherwise the next call would
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// be a race, as the image may not have been consumed yet).
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@ -856,7 +839,7 @@ void Renderer::OnFrameDumpImageReady(VkFence fence)
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void Renderer::WriteFrameDumpImage(size_t index)
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{
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FrameDumpImage& frame = m_frame_dump_images[index];
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/*FrameDumpImage& frame = m_frame_dump_images[index];
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_assert_(frame.pending);
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// Check fence has been signaled.
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@ -873,14 +856,14 @@ void Renderer::WriteFrameDumpImage(size_t index)
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static_cast<int>(frame.readback_texture->GetHeight()),
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static_cast<int>(frame.readback_texture->GetRowStride()), frame.dump_state);
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frame.pending = false;
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frame.pending = false;*/
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}
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StagingTexture2D* Renderer::PrepareFrameDumpImage(u32 width, u32 height, u64 ticks)
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{
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// Ensure the last frame that was sent to the frame dump has completed encoding before we send
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// the next image to it.
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FinishFrameData();
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//FinishFrameData();
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// If the last image hasn't been written to the frame dump yet, write it now.
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// This is necessary so that the worker thread is no more than one frame behind, and the pointer
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