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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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@ -777,8 +777,9 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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D3D12_RANGE read_range = {0, dst_location.PlacedFootprint.Footprint.RowPitch * source_height};
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CheckHR(s_screenshot_texture->Map(0, &read_range, &screenshot_texture_map));
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AVIDump::Frame state = AVIDump::FetchState(ticks);
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DumpFrameData(reinterpret_cast<const u8*>(screenshot_texture_map), source_width, source_height,
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dst_location.PlacedFootprint.Footprint.RowPitch, ticks);
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dst_location.PlacedFootprint.Footprint.RowPitch, state);
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FinishFrameData();
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D3D12_RANGE write_range = {};
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