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