Vulkan: Rename screenshot buffer to frame dump buffer.

Name makes more sense given the methods it calls in the base class.
This commit is contained in:
Stenzek
2016-11-03 22:57:03 +11:00
parent 9aed27cdcf
commit c880c37244
2 changed files with 47 additions and 47 deletions

View File

@ -106,20 +106,20 @@ private:
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
// Draw the frame only to the screenshot buffer.
bool DrawScreenshot(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
bool DrawFrameDump(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
// Copies the screenshot readback texture to the frame dumping buffer.
// NOTE: This assumes that DrawScreenshot has been called prior, and the fence associated
// with the command buffer where the readback buffer was populated has been reached.
void DumpScreenshot(u64 ticks);
void DumpFrame(u64 ticks);
// Copies/scales an image to the currently-bound framebuffer.
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
bool ResizeScreenshotBuffer(u32 new_width, u32 new_height);
void DestroyScreenshotResources();
bool ResizeFrameDumpBuffer(u32 new_width, u32 new_height);
void DestroyFrameDumpResources();
VkSemaphore m_image_available_semaphore = VK_NULL_HANDLE;
VkSemaphore m_rendering_finished_semaphore = VK_NULL_HANDLE;
@ -140,8 +140,8 @@ private:
VkShaderModule m_blit_fragment_shader = VK_NULL_HANDLE;
// Texture used for screenshot/frame dumping
std::unique_ptr<Texture2D> m_screenshot_render_texture;
std::unique_ptr<StagingTexture2D> m_screenshot_readback_texture;
VkFramebuffer m_screenshot_framebuffer = VK_NULL_HANDLE;
std::unique_ptr<Texture2D> m_frame_dump_render_texture;
std::unique_ptr<StagingTexture2D> m_frame_dump_readback_texture;
VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
};
}