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AVIDump: Add a struct for the state.
So AddFrame use no global state and can be threaded well.
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@ -824,8 +824,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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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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AVIDump::Frame state = AVIDump::FetchState(ticks);
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DumpFrameData(reinterpret_cast<const u8*>(map.pData), source_width, source_height, map.RowPitch,
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ticks);
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state);
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FinishFrameData();
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D3D::context->Unmap(s_screenshot_texture, 0);
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