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https://github.com/hrydgard/ppsspp.git
synced 2024-11-22 21:09:52 +00:00
Allow taking screenshots in the app menu
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parent
e0e96200b9
commit
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@ -1056,7 +1056,7 @@ namespace SaveState
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case SAVESTATE_SAVE_SCREENSHOT:
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{
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int maxResMultiplier = 2;
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tempResult = TakeGameScreenshot(op.filename, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, maxResMultiplier);
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tempResult = TakeGameScreenshot(nullptr, op.filename, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, maxResMultiplier);
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callbackResult = tempResult ? Status::SUCCESS : Status::FAILURE;
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if (!tempResult) {
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ERROR_LOG(SAVESTATE, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
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@ -30,6 +30,7 @@
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#include "Core/Screenshot.h"
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#include "Core/Core.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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@ -328,28 +329,30 @@ static GPUDebugBuffer ApplyRotation(const GPUDebugBuffer &buf, DisplayRotation r
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return rotated;
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}
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bool TakeGameScreenshot(const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int *width, int *height, int maxRes) {
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if (!gpuDebug) {
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ERROR_LOG(SYSTEM, "Can't take screenshots when GPU not running");
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return false;
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}
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bool TakeGameScreenshot(Draw::DrawContext *draw, const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int *width, int *height, int maxRes) {
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GPUDebugBuffer buf;
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bool success = false;
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u32 w = (u32)-1;
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u32 h = (u32)-1;
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if (type == SCREENSHOT_DISPLAY || type == SCREENSHOT_RENDER) {
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if (!gpuDebug) {
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ERROR_LOG(SYSTEM, "Can't take screenshots when GPU not running");
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return false;
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}
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success = gpuDebug->GetCurrentFramebuffer(buf, type == SCREENSHOT_RENDER ? GPU_DBG_FRAMEBUF_RENDER : GPU_DBG_FRAMEBUF_DISPLAY, maxRes);
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w = maxRes > 0 ? 480 * maxRes : PSP_CoreParameter().renderWidth;
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h = maxRes > 0 ? 272 * maxRes : PSP_CoreParameter().renderHeight;
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} else if (g_display.rotation != DisplayRotation::ROTATE_0) {
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_dbg_assert_(draw);
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GPUDebugBuffer temp;
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success = gpuDebug->GetOutputFramebuffer(temp);
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success = ::GetOutputFramebuffer(draw, buf);
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if (success) {
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buf = ApplyRotation(temp, g_display.rotation);
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}
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} else {
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success = gpuDebug->GetOutputFramebuffer(buf);
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_dbg_assert_(draw);
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success = ::GetOutputFramebuffer(draw, buf);
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}
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if (!success) {
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@ -20,6 +20,9 @@
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#include "Common/File/Path.h"
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struct GPUDebugBuffer;
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namespace Draw {
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class DrawContext;
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}
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enum class ScreenshotFormat {
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PNG,
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@ -38,7 +41,7 @@ enum ScreenshotType {
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const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h);
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// Can only be used while in game.
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bool TakeGameScreenshot(const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int *width = nullptr, int *height = nullptr, int maxRes = -1);
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bool TakeGameScreenshot(Draw::DrawContext *draw, const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int *width = nullptr, int *height = nullptr, int maxRes = -1);
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bool Save888RGBScreenshot(const Path &filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h);
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bool Save8888RGBAScreenshot(const Path &filename, const u8 *bufferRGBA8888, int w, int h);
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@ -3076,15 +3076,22 @@ bool FramebufferManagerCommon::GetStencilbuffer(u32 fb_address, int fb_stride, G
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return retval;
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}
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bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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bool GetOutputFramebuffer(Draw::DrawContext *draw, GPUDebugBuffer &buffer) {
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int w, h;
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draw_->GetFramebufferDimensions(nullptr, &w, &h);
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Draw::DataFormat fmt = draw_->PreferredFramebufferReadbackFormat(nullptr);
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draw->GetFramebufferDimensions(nullptr, &w, &h);
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Draw::DataFormat fmt = draw->PreferredFramebufferReadbackFormat(nullptr);
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// Ignore preferred formats other than BGRA.
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if (fmt != Draw::DataFormat::B8G8R8A8_UNORM)
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fmt = Draw::DataFormat::R8G8B8A8_UNORM;
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buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, false);
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bool retval = draw_->CopyFramebufferToMemory(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetOutputFramebuffer");
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bool flipped = g_Config.iGPUBackend == (int)GPUBackend::OPENGL;
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buffer.Allocate(w, h, fmt == Draw::DataFormat::R8G8B8A8_UNORM ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA, flipped);
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return draw->CopyFramebufferToMemory(nullptr, Draw::FB_COLOR_BIT, 0, 0, w, h, fmt, buffer.GetData(), w, Draw::ReadbackMode::BLOCK, "GetOutputFramebuffer");
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}
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bool FramebufferManagerCommon::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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bool retval = ::GetOutputFramebuffer(draw_, buffer);
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// That may have unbound the framebuffer, rebind to avoid crashes when debugging.
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RebindFramebuffer("RebindFramebuffer - GetOutputFramebuffer");
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return retval;
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@ -647,3 +647,6 @@ protected:
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u8 *convBuf_ = nullptr;
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u32 convBufSize_ = 0;
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};
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// Should probably live elsewhere.
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bool GetOutputFramebuffer(Draw::DrawContext *draw, GPUDebugBuffer &buffer);
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@ -968,7 +968,7 @@ void NativeShutdownGraphics() {
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INFO_LOG(SYSTEM, "NativeShutdownGraphics done");
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}
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static void TakeScreenshot() {
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static void TakeScreenshot(Draw::DrawContext *draw) {
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Path path = GetSysDirectory(DIRECTORY_SCREENSHOT);
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if (!File::Exists(path)) {
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File::CreateDir(path);
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@ -991,7 +991,7 @@ static void TakeScreenshot() {
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i++;
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}
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bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
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bool success = TakeGameScreenshot(draw, filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, SCREENSHOT_OUTPUT);
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if (success) {
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g_OSD.Show(OSDType::MESSAGE_FILE_LINK, filename.ToString(), 0.0f, "screenshot_link");
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if (System_GetPropertyBool(SYSPROP_CAN_SHOW_FILE)) {
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@ -1012,7 +1012,7 @@ static void TakeScreenshot() {
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void CallbackPostRender(UIContext *dc, void *userdata) {
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if (g_TakeScreenshot) {
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TakeScreenshot();
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TakeScreenshot(dc->GetDrawContext());
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g_TakeScreenshot = false;
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}
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}
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@ -179,7 +179,7 @@ ScreenRenderFlags ReportScreen::render(ScreenRenderMode mode) {
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File::CreateDir(path);
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}
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screenshotFilename_ = path / ".reporting.jpg";
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if (TakeGameScreenshot(screenshotFilename_, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, 4)) {
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if (TakeGameScreenshot(screenManager()->getDrawContext(), screenshotFilename_, ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, 4)) {
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// Redo the views already, now with a screenshot included.
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RecreateViews();
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} else {
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@ -107,7 +107,6 @@ namespace MainWindow {
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EnableMenuItem(menu, ID_DEBUG_LOADSYMFILE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_SAVESYMFILE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_RESETSYMBOLTABLE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_TAKESCREENSHOT, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_SHOWDEBUGSTATISTICS, menuInGameEnable);
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EnableMenuItem(menu, ID_DEBUG_EXTRACTFILE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_MEMORYBASE, menuInGameEnable);
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