mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Implement frame dumping in D3D11.
Fixes issue 4831.
This commit is contained in:
@ -43,6 +43,7 @@
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#include "Television.h"
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#include "Host.h"
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#include "BPFunctions.h"
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#include "AVIDump.h"
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namespace DX11
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{
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@ -62,6 +63,10 @@ ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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static ID3D11Texture2D* s_screenshot_texture = NULL;
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static bool s_bAVIDumping;
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static char *s_frame_data = NULL;
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// GX pipeline state
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struct
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{
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@ -296,9 +301,14 @@ void SetupDeviceObjects()
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hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
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CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture);
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CHECK(hr==S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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}
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// Kill off all POOL_DEFAULT device objects.
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// Kill off all device objects
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void TeardownDeviceObjects()
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{
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delete g_framebuffer_manager;
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@ -314,6 +324,7 @@ void TeardownDeviceObjects()
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SAFE_RELEASE(resetblendstate);
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SAFE_RELEASE(resetdepthstate);
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SAFE_RELEASE(resetraststate);
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SAFE_RELEASE(s_screenshot_texture);
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s_television.Shutdown();
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}
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@ -344,6 +355,10 @@ Renderer::Renderer()
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SetupDeviceObjects();
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bLastFrameDumped = false;
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s_bAVIDumping = false;
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// Setup GX pipeline state
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memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc));
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gx_state.blenddc.AlphaToCoverageEnable = FALSE;
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@ -391,6 +406,15 @@ Renderer::Renderer()
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Renderer::~Renderer()
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{
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if (g_ActiveConfig.bDumpFrames && bLastFrameDumped && s_bAVIDumping)
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{
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SAFE_DELETE_ARRAY(s_frame_data);
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AVIDump::Stop();
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s_bAVIDumping = false;
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bLastFrameDumped = false;
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}
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TeardownDeviceObjects();
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D3D::EndFrame();
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D3D::Present();
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@ -835,15 +859,11 @@ void Renderer::SetBlendMode(bool forceUpdate)
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bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &rc)
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{
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// copy back buffer to system memory
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ID3D11Texture2D* buftex;
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D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
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if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
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D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
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D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
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// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
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for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
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{
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u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
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@ -853,21 +873,36 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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ptr += 4;
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}
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}
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D3D::context->Unmap(buftex, 0);
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D3D::context->Unmap(s_screenshot_texture, 0);
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// ready to be saved
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hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, filename.c_str());
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buftex->Release();
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HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
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return SUCCEEDED(hr);
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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for (int y = 0; y < h; ++y)
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{
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const u32 *line = (u32*)(in + (h - y - 1) * p);
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for (int x = 0; x < w; ++x)
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{
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memcpy(out, line, 3);
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out += 3;
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line += 4;
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}
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}
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
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{
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if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
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{
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if (g_ActiveConfig.bDumpFrames)
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AVIDump::AddFrame(s_frame_data);
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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@ -879,6 +914,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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{
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if (g_ActiveConfig.bDumpFrames)
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AVIDump::AddFrame(s_frame_data);
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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@ -984,6 +1022,63 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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s_bScreenshot = false;
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}
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// Dump frames
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static int w = 0, h = 0;
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if (g_ActiveConfig.bDumpFrames)
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{
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static int s_recordWidth;
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static int s_recordHeight;
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D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
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if (!bLastFrameDumped)
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{
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s_recordWidth = dst_rect.GetWidth();
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s_recordHeight = dst_rect.GetHeight();
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s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
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if (!s_bAVIDumping)
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{
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PanicAlert("Error dumping frames to AVI.");
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}
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else
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{
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char msg [255];
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sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
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File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), s_recordWidth, s_recordHeight);
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OSD::AddMessage(msg, 2000);
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}
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}
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if (s_bAVIDumping)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
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if (!s_frame_data || w != s_recordWidth || h != s_recordHeight)
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{
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delete[] s_frame_data;
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s_frame_data = new char[3 * s_recordWidth * s_recordHeight];
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w = s_recordWidth;
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h = s_recordHeight;
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}
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formatBufferDump((char*)map.pData, s_frame_data, s_recordWidth, s_recordHeight, map.RowPitch);
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AVIDump::AddFrame(s_frame_data);
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D3D::context->Unmap(s_screenshot_texture, 0);
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}
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bLastFrameDumped = true;
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}
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else
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{
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if (bLastFrameDumped && s_bAVIDumping)
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{
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SAFE_DELETE_ARRAY(s_frame_data);
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w = h = 0;
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AVIDump::Stop();
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s_bAVIDumping = false;
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OSD::AddMessage("Stop dumping frames to AVI", 2000);
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}
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bLastFrameDumped = false;
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}
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// Finish up the current frame, print some stats
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if (g_ActiveConfig.bShowFPS)
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{
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