// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/FrameDumper.h" #include "Common/Assert.h" #include "Common/FileUtil.h" #include "Common/Image.h" #include "Core/Config/GraphicsSettings.h" #include "Core/Config/MainSettings.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractStagingTexture.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/Present.h" #include "VideoCommon/VideoConfig.h" static bool DumpFrameToPNG(const FrameData& frame, const std::string& file_name) { return Common::ConvertRGBAToRGBAndSavePNG(file_name, frame.data, frame.width, frame.height, frame.stride, Config::Get(Config::GFX_PNG_COMPRESSION_LEVEL)); } FrameDumper::FrameDumper() { m_frame_end_handle = AfterFrameEvent::Register([this](Core::System&) { FlushFrameDump(); }, "FrameDumper"); } FrameDumper::~FrameDumper() { ShutdownFrameDumping(); } void FrameDumper::DumpCurrentFrame(const AbstractTexture* src_texture, const MathUtil::Rectangle& src_rect, const MathUtil::Rectangle& target_rect, u64 ticks, int frame_number) { int source_width = src_rect.GetWidth(); int source_height = src_rect.GetHeight(); int target_width = target_rect.GetWidth(); int target_height = target_rect.GetHeight(); // We only need to render a copy if we need to stretch/scale the XFB copy. MathUtil::Rectangle copy_rect = src_rect; if (source_width != target_width || source_height != target_height) { if (!CheckFrameDumpRenderTexture(target_width, target_height)) return; g_gfx->ScaleTexture(m_frame_dump_render_framebuffer.get(), m_frame_dump_render_framebuffer->GetRect(), src_texture, src_rect); src_texture = m_frame_dump_render_texture.get(); copy_rect = src_texture->GetRect(); } if (!CheckFrameDumpReadbackTexture(target_width, target_height)) return; m_frame_dump_readback_texture->CopyFromTexture(src_texture, copy_rect, 0, 0, m_frame_dump_readback_texture->GetRect()); m_last_frame_state = m_ffmpeg_dump.FetchState(ticks, frame_number); m_frame_dump_needs_flush = true; } bool FrameDumper::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height) { // Ensure framebuffer exists (we lazily allocate it in case frame dumping isn't used). // Or, resize texture if it isn't large enough to accommodate the current frame. if (m_frame_dump_render_texture && m_frame_dump_render_texture->GetWidth() == target_width && m_frame_dump_render_texture->GetHeight() == target_height) { return true; } // Recreate texture, but release before creating so we don't temporarily use twice the RAM. m_frame_dump_render_framebuffer.reset(); m_frame_dump_render_texture.reset(); m_frame_dump_render_texture = g_gfx->CreateTexture( TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget, AbstractTextureType::Texture_2DArray), "Frame dump render texture"); if (!m_frame_dump_render_texture) { PanicAlertFmt("Failed to allocate frame dump render texture"); return false; } m_frame_dump_render_framebuffer = g_gfx->CreateFramebuffer(m_frame_dump_render_texture.get(), nullptr); ASSERT(m_frame_dump_render_framebuffer); return true; } bool FrameDumper::CheckFrameDumpReadbackTexture(u32 target_width, u32 target_height) { std::unique_ptr& rbtex = m_frame_dump_readback_texture; if (rbtex && rbtex->GetWidth() == target_width && rbtex->GetHeight() == target_height) return true; rbtex.reset(); rbtex = g_gfx->CreateStagingTexture(StagingTextureType::Readback, TextureConfig(target_width, target_height, 1, 1, 1, AbstractTextureFormat::RGBA8, 0, AbstractTextureType::Texture_2DArray)); if (!rbtex) return false; return true; } void FrameDumper::FlushFrameDump() { if (!m_frame_dump_needs_flush) return; // Ensure dumping thread is done with output texture before swapping. FinishFrameData(); std::swap(m_frame_dump_output_texture, m_frame_dump_readback_texture); // Queue encoding of the last frame dumped. auto& output = m_frame_dump_output_texture; output->Flush(); if (output->Map()) { DumpFrameData(reinterpret_cast(output->GetMappedPointer()), output->GetConfig().width, output->GetConfig().height, static_cast(output->GetMappedStride())); } else { ERROR_LOG_FMT(VIDEO, "Failed to map texture for dumping."); } m_frame_dump_needs_flush = false; // Shutdown frame dumping if it is no longer active. if (!IsFrameDumping()) ShutdownFrameDumping(); } void FrameDumper::ShutdownFrameDumping() { // Ensure the last queued readback has been sent to the encoder. FlushFrameDump(); if (!m_frame_dump_thread_running.IsSet()) return; // Ensure previous frame has been encoded. FinishFrameData(); // Wake thread up, and wait for it to exit. m_frame_dump_thread_running.Clear(); m_frame_dump_start.Set(); if (m_frame_dump_thread.joinable()) m_frame_dump_thread.join(); m_frame_dump_render_framebuffer.reset(); m_frame_dump_render_texture.reset(); m_frame_dump_readback_texture.reset(); m_frame_dump_output_texture.reset(); } void FrameDumper::DumpFrameData(const u8* data, int w, int h, int stride) { m_frame_dump_data = FrameData{data, w, h, stride, m_last_frame_state}; if (!m_frame_dump_thread_running.IsSet()) { if (m_frame_dump_thread.joinable()) m_frame_dump_thread.join(); m_frame_dump_thread_running.Set(); m_frame_dump_thread = std::thread(&FrameDumper::FrameDumpThreadFunc, this); } // Wake worker thread up. m_frame_dump_start.Set(); m_frame_dump_frame_running = true; } void FrameDumper::FinishFrameData() { if (!m_frame_dump_frame_running) return; m_frame_dump_done.Wait(); m_frame_dump_frame_running = false; m_frame_dump_output_texture->Unmap(); } void FrameDumper::FrameDumpThreadFunc() { Common::SetCurrentThreadName("FrameDumping"); bool dump_to_ffmpeg = !g_ActiveConfig.bDumpFramesAsImages; bool frame_dump_started = false; // If Dolphin was compiled without ffmpeg, we only support dumping to images. #if !defined(HAVE_FFMPEG) if (dump_to_ffmpeg) { WARN_LOG_FMT(VIDEO, "FrameDump: Dolphin was not compiled with FFmpeg, using fallback option. " "Frames will be saved as PNG images instead."); dump_to_ffmpeg = false; } #endif while (true) { m_frame_dump_start.Wait(); if (!m_frame_dump_thread_running.IsSet()) break; auto frame = m_frame_dump_data; // Save screenshot if (m_screenshot_request.TestAndClear()) { std::lock_guard lk(m_screenshot_lock); if (DumpFrameToPNG(frame, m_screenshot_name)) OSD::AddMessage("Screenshot saved to " + m_screenshot_name); // Reset settings m_screenshot_name.clear(); m_screenshot_completed.Set(); } if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES)) { if (!frame_dump_started) { if (dump_to_ffmpeg) frame_dump_started = StartFrameDumpToFFMPEG(frame); else frame_dump_started = StartFrameDumpToImage(frame); // Stop frame dumping if we fail to start. if (!frame_dump_started) Config::SetCurrent(Config::MAIN_MOVIE_DUMP_FRAMES, false); } // If we failed to start frame dumping, don't write a frame. if (frame_dump_started) { if (dump_to_ffmpeg) DumpFrameToFFMPEG(frame); else DumpFrameToImage(frame); } } m_frame_dump_done.Set(); } if (frame_dump_started) { // No additional cleanup is needed when dumping to images. if (dump_to_ffmpeg) StopFrameDumpToFFMPEG(); } } #if defined(HAVE_FFMPEG) bool FrameDumper::StartFrameDumpToFFMPEG(const FrameData& frame) { // If dumping started at boot, the start time must be set to the boot time to maintain audio sync. // TODO: Perhaps we should care about this when starting dumping in the middle of emulation too, // but it's less important there since the first frame to dump usually gets delivered quickly. const u64 start_ticks = frame.state.frame_number == 0 ? 0 : frame.state.ticks; return m_ffmpeg_dump.Start(frame.width, frame.height, start_ticks); } void FrameDumper::DumpFrameToFFMPEG(const FrameData& frame) { m_ffmpeg_dump.AddFrame(frame); } void FrameDumper::StopFrameDumpToFFMPEG() { m_ffmpeg_dump.Stop(); } #else bool FrameDumper::StartFrameDumpToFFMPEG(const FrameData&) { return false; } void FrameDumper::DumpFrameToFFMPEG(const FrameData&) { } void FrameDumper::StopFrameDumpToFFMPEG() { } #endif // defined(HAVE_FFMPEG) std::string FrameDumper::GetFrameDumpNextImageFileName() const { return fmt::format("{}framedump_{}.png", File::GetUserPath(D_DUMPFRAMES_IDX), m_frame_dump_image_counter); } bool FrameDumper::StartFrameDumpToImage(const FrameData&) { m_frame_dump_image_counter = 1; if (!Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES_SILENT)) { // Only check for the presence of the first image to confirm overwriting. // A previous run will always have at least one image, and it's safe to assume that if the user // has allowed the first image to be overwritten, this will apply any remaining images as well. std::string filename = GetFrameDumpNextImageFileName(); if (File::Exists(filename)) { if (!AskYesNoFmtT("Frame dump image(s) '{0}' already exists. Overwrite?", filename)) return false; } } return true; } void FrameDumper::DumpFrameToImage(const FrameData& frame) { DumpFrameToPNG(frame, GetFrameDumpNextImageFileName()); m_frame_dump_image_counter++; } void FrameDumper::SaveScreenshot(std::string filename) { std::lock_guard lk(m_screenshot_lock); m_screenshot_name = std::move(filename); m_screenshot_request.Set(); } bool FrameDumper::IsFrameDumping() const { if (m_screenshot_request.IsSet()) return true; if (Config::Get(Config::MAIN_MOVIE_DUMP_FRAMES)) return true; return false; } void FrameDumper::DoState(PointerWrap& p) { #ifdef HAVE_FFMPEG m_ffmpeg_dump.DoState(p); #endif } std::unique_ptr g_frame_dumper;