UI: Take reporting screenshot at frame end.

If we do it mid frame, we need to rebind the backbuffer and reset
viewport/scissor.  Without viewport, Intel drivers crash.

Doing it at the end of the frame keeps the code simple, although we often
create views an extra time.

Fixes #12897.
This commit is contained in:
Unknown W. Brackets 2020-05-17 20:37:26 -07:00
parent e29d79a5ae
commit dc7ee54110
2 changed files with 29 additions and 10 deletions

View File

@ -161,6 +161,28 @@ ReportScreen::ReportScreen(const std::string &gamePath)
ratingEnabled_ = enableReporting_;
}
void ReportScreen::postRender() {
// We do this after render because we need it to be within the frame (so the screenshot works).
// We could do it mid frame, but then we have to reapply viewport/scissor.
if (!tookScreenshot_) {
std::string path = GetSysDirectory(DIRECTORY_SCREENSHOT);
if (!File::Exists(path)) {
File::CreateDir(path);
}
screenshotFilename_ = path + ".reporting.jpg";
if (TakeGameScreenshot(screenshotFilename_.c_str(), ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, nullptr, nullptr, 4)) {
// Redo the views already, now with a screenshot included.
RecreateViews();
} else {
// Good news (?), the views are good as-is without a screenshot.
screenshotFilename_.clear();
}
tookScreenshot_ = true;
}
UIDialogScreenWithGameBackground::postRender();
}
void ReportScreen::update() {
if (screenshot_) {
if (includeScreenshot_) {
@ -252,18 +274,13 @@ void ReportScreen::CreateViews() {
}
#endif
std::string path = GetSysDirectory(DIRECTORY_SCREENSHOT);
if (!File::Exists(path)) {
File::CreateDir(path);
}
screenshotFilename_ = path + ".reporting.jpg";
int shotWidth = 0, shotHeight = 0;
if (TakeGameScreenshot(screenshotFilename_.c_str(), ScreenshotFormat::JPG, SCREENSHOT_DISPLAY, &shotWidth, &shotHeight, 4)) {
float scale = 340.0f * (1.0f / g_dpi_scale_y) * (1.0f / shotHeight);
if (tookScreenshot_ && !screenshotFilename_.empty()) {
leftColumnItems->Add(new CheckBox(&includeScreenshot_, rp->T("FeedbackIncludeScreen", "Include a screenshot")))->SetEnabledPtr(&enableReporting_);
screenshot_ = leftColumnItems->Add(new AsyncImageFileView(screenshotFilename_, IS_KEEP_ASPECT, nullptr, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(12, 0))));
} else {
if (tookScreenshot_) {
includeScreenshot_ = false;
}
screenshot_ = nullptr;
}
@ -333,7 +350,7 @@ EventReturn ReportScreen::HandleSubmit(EventParams &e) {
g_Config.Save("ReportScreen::HandleSubmit");
}
std::string filename = includeScreenshot_ ? screenshotFilename_ : "";
std::string filename = tookScreenshot_ && includeScreenshot_ ? screenshotFilename_ : "";
Reporting::ReportCompatibility(compat, graphics_ + 1, speed_ + 1, gameplay_ + 1, filename);
TriggerFinish(DR_OK);
screenManager()->push(new ReportFinishScreen(gamePath_, overall_));

View File

@ -37,6 +37,7 @@ public:
ReportScreen(const std::string &gamePath);
protected:
void postRender() override;
void update() override;
void resized() override;
void CreateViews() override;
@ -60,6 +61,7 @@ protected:
int gameplay_ = -1;
bool enableReporting_;
bool ratingEnabled_;
bool tookScreenshot_ = false;
bool includeScreenshot_ = true;
};