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Partial fix for issue #6427 - GPU screenshot support on D3D11 #16760
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In my limited testing, the texture is always in the R8G8B8A8 format, but, just incase, added a check for it and if it isn't then bail out.
The current implementation does not produce the right results if HDR is enabled so let's bail out.
…oArch into d3d11_screenshot
The D3D11 driver is also used by UWP/Xbox if that's what you mean. Also it would be nice if we could figure out a way to get it working with HDR too. This could be a good first step towards that though. |
IIRC, Vulkan screenshots don't work with HDR, either. |
Vulkan does support HDR screenshots and according to the code I tried a naive way of just bit-shifting from 10 bits to 8 but it produces a very dim/contrast-less image. |
I'll merge this for now. I do hope though you'll take the initiative of researching a solution for HDR since it's pretty important in the long run and increasingly more and more ppl will run RetroArch with it enabled. |
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Description
This is a partial fix for issue #6427 . I say partial because only D3D11 screenshot support is implemented.
Also, this method produces incorrect result if using HDR so it will produce nothing instead.
I tested this on Windows 11 and Windows 10 one with NVIDIA GPU and another with AMD GPU.
Does this affect Xbox One or UWP???
Related Issues
Issue #6427
Issue #14432 (not tested)
Related Pull Requests
[Any other PRs from related repositories that might be needed for this pull request to work]
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