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Handle screenshot saving in RenderBase. Removes dependency on D3DX11 …
…for screenshots (texture dumping is still broken).
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comex committed Nov 3, 2013
1 parent 26059f1 commit 5f72542
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Showing 6 changed files with 109 additions and 147 deletions.
37 changes: 14 additions & 23 deletions Source/Core/VideoBackends/D3D/Src/Render.cpp
Expand Up @@ -680,7 +680,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
}

bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle& rc)
void Renderer::TakeScreenshot(const TargetRectangle &rc)
{
if (!s_screenshot_texture)
CreateScreenshotTexture(rc);
Expand All @@ -689,34 +689,26 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
D3D11_BOX box = CD3D11_BOX(rc.left, rc.top, 0, rc.right, rc.bottom, 1);
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);

// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
u8* __restrict dest = (u8*) malloc(rc.GetWidth() * rc.GetHeight() * 3);

D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
for (unsigned int y = 0; y < rc.GetHeight(); ++y)
u8* src = (u8*) map.pData;
for (int y = 0; y < rc.GetHeight(); ++y)
{
u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
for (unsigned int x = 0; x < rc.GetWidth(); ++x)
u8* __restrict row = src;
for (int x = 0; x < rc.GetWidth(); ++x)
{
*ptr = 0xFF;
ptr += 4;
*dest++ = *row++;
*dest++ = *row++;
*dest++ = *row++;
row++;
}
src += map.RowPitch;
}
D3D::context->Unmap(s_screenshot_texture, 0);

// ready to be saved
//HRESULT hr = PD3DX11SaveTextureToFileA(D3D::context, s_screenshot_texture, D3DX11_IFF_PNG, filename.c_str());
HRESULT hr = 0;
if (SUCCEEDED(hr))
{
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", rc.GetWidth(),
rc.GetHeight(), filename.c_str()));
}
else
{
OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
}

return SUCCEEDED(hr);
SaveScreenshot(dest, rc.GetWidth(), rc.GetHeight());
}

void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
Expand Down Expand Up @@ -854,8 +846,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
// done with drawing the game stuff, good moment to save a screenshot
if (s_bScreenshot)
{
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
s_bScreenshot = false;
TakeScreenshot(GetTargetRectangle());
}

// Dump frames
Expand Down
3 changes: 2 additions & 1 deletion Source/Core/VideoBackends/D3D/Src/Render.h
Expand Up @@ -48,9 +48,10 @@ class Renderer : public ::Renderer

void UpdateViewport();

bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
static void TakeScreenshot(const TargetRectangle &rc);

static bool CheckForResize();

};

}
Expand Down
128 changes: 12 additions & 116 deletions Source/Core/VideoBackends/OGL/Src/Render.cpp
Expand Up @@ -11,9 +11,6 @@
#include <cstdio>

#include "GLUtil.h"
#if defined(HAVE_WX) && HAVE_WX
#include "WxUtils.h"
#endif

#include "FileUtil.h"

Expand Down Expand Up @@ -62,10 +59,6 @@
#include "AVIDump.h"
#endif

#if defined(HAVE_WX) && HAVE_WX
#include <wx/image.h>
#endif

// glew1.8 doesn't define KHR_debug
#ifndef GL_DEBUG_OUTPUT
#define GL_DEBUG_OUTPUT 0x92E0
Expand All @@ -78,17 +71,6 @@ void VideoConfig::UpdateProjectionHack()
}


#if defined(HAVE_WX) && HAVE_WX
// Screenshot thread struct
typedef struct
{
int W, H;
std::string filename;
wxImage *img;
} ScrStrct;
#endif


int OSDInternalW, OSDInternalH;

namespace OGL
Expand Down Expand Up @@ -127,10 +109,6 @@ static u32 s_blendMode;

static bool s_vsync;

#if defined(HAVE_WX) && HAVE_WX
static std::thread scrshotThread;
#endif

// EFB cache related
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
Expand Down Expand Up @@ -626,11 +604,6 @@ Renderer::Renderer()

Renderer::~Renderer()
{

#if defined(HAVE_WX) && HAVE_WX
if (scrshotThread.joinable())
scrshotThread.join();
#endif
}

void Renderer::Shutdown()
Expand Down Expand Up @@ -1406,11 +1379,8 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
// Save screenshot
if (s_bScreenshot)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
SaveScreenshot(s_sScreenshotName, flipped_trc);
TakeScreenshot(flipped_trc);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot = false;
}

// Frame dumps are handled a little differently in Windows
Expand Down Expand Up @@ -1788,71 +1758,22 @@ void Renderer::SetInterlacingMode()

void Renderer::FlipImageData(u8 *data, int w, int h)
{
// Flip image upside down. Damn OpenGL.
// XXX make this faster
u8* __restrict top = data;
u8* bot = data + w * h * 3;
for (int y = 0; y < h / 2; y++)
{
for(int x = 0; x < w; x++)
size_t stride = w * 3;
bot -= stride;
u8* __restrict brow = bot;
for(size_t x = 0; x < stride; x++)
{
std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
std::swap(*top++, *brow++);
}
}
}

}

// TODO: remove
extern bool g_aspect_wide;

#if defined(HAVE_WX) && HAVE_WX
void TakeScreenshot(ScrStrct* threadStruct)
{
// These will contain the final image size
float FloatW = (float)threadStruct->W;
float FloatH = (float)threadStruct->H;

// Handle aspect ratio for the final ScrStrct to look exactly like what's on screen.
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
bool use16_9 = g_aspect_wide;

// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;

float Ratio = (FloatW / FloatH) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));

// If ratio > 1 the picture is too wide and we have to limit the width.
if (Ratio > 1)
FloatW /= Ratio;
// ratio == 1 or the image is too high, we have to limit the height.
else
FloatH *= Ratio;

// This is a bit expensive on high resolutions
threadStruct->img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
}

// Save the screenshot and finally kill the wxImage object
// This is really expensive when saving to PNG, but not at all when using BMP
threadStruct->img->SaveFile(StrToWxStr(threadStruct->filename),
wxBITMAP_TYPE_PNG);
threadStruct->img->Destroy();

// Show success messages
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH,
threadStruct->filename.c_str()), 2000);
delete threadStruct;
}
#endif

namespace OGL
{

bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &back_rc)
void Renderer::TakeScreenshot(const TargetRectangle &back_rc)
{
u32 W = back_rc.GetWidth();
u32 H = back_rc.GetHeight();
Expand All @@ -1866,38 +1787,13 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
{
free(data);
OSD::AddMessage("Error capturing or saving screenshot.", 2000);
return false;
return;
}

// Turn image upside down
FlipImageData(data, W, H);

#if defined(HAVE_WX) && HAVE_WX
// Create wxImage
wxImage *a = new wxImage(W, H, data);

if (scrshotThread.joinable())
scrshotThread.join();

ScrStrct *threadStruct = new ScrStrct;
threadStruct->filename = filename;
threadStruct->img = a;
threadStruct->H = H; threadStruct->W = W;

scrshotThread = std::thread(TakeScreenshot, threadStruct);
#ifdef _WIN32
SetThreadPriority(scrshotThread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL);
#endif
bool result = true;

OSD::AddMessage("Saving Screenshot... ", 2000);

#else
bool result = SaveTGA(filename.c_str(), W, H, data);
free(data);
#endif

return result;
SaveScreenshot(data, W, H);
}

}
4 changes: 2 additions & 2 deletions Source/Core/VideoBackends/OGL/Src/Render.h
Expand Up @@ -63,7 +63,7 @@ class Renderer : public ::Renderer

void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugInfo();
void FlipImageData(u8 *data, int w, int h);
static void FlipImageData(u8 *data, int w, int h);

u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);

Expand All @@ -80,7 +80,7 @@ class Renderer : public ::Renderer

void UpdateViewport();

bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
static void TakeScreenshot(const TargetRectangle &rc);

private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data);
Expand Down
77 changes: 74 additions & 3 deletions Source/Core/VideoCommon/Src/RenderBase.cpp
Expand Up @@ -30,6 +30,11 @@
#include "XFMemory.h"
#include "FifoPlayer/FifoRecorder.h"
#include "AVIDump.h"
#include "OnScreenDisplay.h"
#if defined(HAVE_WX) && HAVE_WX
#include "WxUtils.h"
#include <wx/image.h>
#endif

#include <cmath>
#include <string>
Expand Down Expand Up @@ -67,6 +72,8 @@ unsigned int Renderer::efb_scale_numeratorY = 1;
unsigned int Renderer::efb_scale_denominatorX = 1;
unsigned int Renderer::efb_scale_denominatorY = 1;

// TODO: remove
extern bool g_aspect_wide;

Renderer::Renderer()
: frame_data()
Expand Down Expand Up @@ -242,6 +249,73 @@ void Renderer::SetScreenshot(const char *filename)
s_bScreenshot = true;
}

#if defined(HAVE_WX) && HAVE_WX
void Renderer::SaveScreenshotOnThread(u8* data, size_t width, size_t height, std::string filename)
{
wxImage *img = new wxImage(width, height, data);

// These will contain the final image size
float FloatW = (float)width;
float FloatH = (float)height;

// Handle aspect ratio for the final ScrStrct to look exactly like what's on screen.
if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH)
{
bool use16_9 = g_aspect_wide;

// Check for force-settings and override.
if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9)
use16_9 = true;
else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3)
use16_9 = false;

float Ratio = (FloatW / FloatH) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f));

// If ratio > 1 the picture is too wide and we have to limit the width.
if (Ratio > 1)
FloatW /= Ratio;
// ratio == 1 or the image is too high, we have to limit the height.
else
FloatH *= Ratio;

// This is a bit expensive on high resolutions
img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH);
}

// Save the screenshot and finally kill the wxImage object
// This is really expensive when saving to PNG, but not at all when using BMP
img->SaveFile(StrToWxStr(filename), wxBITMAP_TYPE_PNG);
img->Destroy();

// Show success messages
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH,
filename.c_str()), 2000);
}
#endif

void Renderer::SaveScreenshot(u8* ptr, size_t width, size_t height)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
#if defined(HAVE_WX) && HAVE_WX
// Create wxImage

std::thread thread(SaveScreenshotOnThread, ptr, width, height, s_sScreenshotName);
#ifdef _WIN32
SetThreadPriority(thread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL);
#endif
thread.detach();

OSD::AddMessage("Saving Screenshot... ", 2000);

#else
SaveTGA(filename.c_str(), W, H, data);
free(data);
#endif

s_sScreenshotName.clear();
s_bScreenshot = false;
}

// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
Expand Down Expand Up @@ -347,9 +421,6 @@ void Renderer::DrawDebugText()
g_renderer->RenderText(final_yellow.c_str(), 20, 20, 0xFFFFFF00);
}

// TODO: remove
extern bool g_aspect_wide;

void Renderer::UpdateDrawRectangle(int backbuffer_width, int backbuffer_height)
{
float FloatGLWidth = (float)backbuffer_width;
Expand Down

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