// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #ifdef USING_QT_UI #include #else #include #include "ext/jpge/jpge.h" #endif #include "Common/ColorConv.h" #include "Common/FileUtil.h" #include "Core/Config.h" #include "Core/Screenshot.h" #include "GPU/Common/GPUDebugInterface.h" #ifdef _WIN32 #include "GPU/Directx9/GPU_DX9.h" #endif #include "GPU/GLES/GPU_GLES.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #ifndef USING_QT_UI // This is used to make non-ASCII paths work for filename. // Technically only needed on Windows. class JPEGFileStream : public jpge::output_stream { public: JPEGFileStream(const char *filename) { fp_ = File::OpenCFile(filename, "wb"); } ~JPEGFileStream() override { if (fp_ ) { fclose(fp_); } } bool put_buf(const void *buf, int len) override { if (fp_) { if (fwrite(buf, len, 1, fp_) != 1) { fclose(fp_); fp_ = nullptr; } } return Valid(); } bool Valid() { return fp_ != nullptr; } private: FILE *fp_; }; static bool WriteScreenshotToJPEG(const char *filename, int width, int height, int num_channels, const uint8_t *image_data, const jpge::params &comp_params) { JPEGFileStream dst_stream(filename); if (!dst_stream.Valid()) { ERROR_LOG(COMMON, "Unable to open screenshot file for writing."); return false; } jpge::jpeg_encoder dst_image; if (!dst_image.init(&dst_stream, width, height, num_channels, comp_params)) { ERROR_LOG(COMMON, "Screenshot JPEG encode init failed."); return false; } for (u32 pass_index = 0; pass_index < dst_image.get_total_passes(); pass_index++) { for (int i = 0; i < height; i++) { const uint8_t *buf = image_data + i * width * num_channels; if (!dst_image.process_scanline(buf)) { ERROR_LOG(COMMON, "Screenshot JPEG encode scanline failed."); return false; } } if (!dst_image.process_scanline(NULL)) { ERROR_LOG(COMMON, "Screenshot JPEG encode scanline flush failed."); return false; } } if (!dst_stream.Valid()) { ERROR_LOG(COMMON, "Screenshot file write failed."); } dst_image.deinit(); return dst_stream.Valid(); } static bool WriteScreenshotToPNG(png_imagep image, const char *filename, int convert_to_8bit, const void *buffer, png_int_32 row_stride, const void *colormap) { FILE *fp = File::OpenCFile(filename, "wb"); if (!fp) { ERROR_LOG(COMMON, "Unable to open screenshot file for writing."); return false; } if (png_image_write_to_stdio(image, fp, convert_to_8bit, buffer, row_stride, colormap)) { if (fclose(fp) != 0) { ERROR_LOG(COMMON, "Screenshot file write failed."); return false; } return true; } else { ERROR_LOG(COMMON, "Screenshot PNG encode failed."); fclose(fp); remove(filename); return false; } } #endif static const u8 *ConvertBufferTo888RGB(const GPUDebugBuffer &buf, u8 *&temp, u32 &w, u32 &h) { // The temp buffer will be freed by the caller if set, and can be the return value. temp = nullptr; w = std::min(w, buf.GetStride()); h = std::min(h, buf.GetHeight()); const u8 *buffer = buf.GetData(); if (buf.GetFlipped() && buf.GetFormat() == GPU_DBG_FORMAT_888_RGB) { // Silly OpenGL reads upside down, we flip to another buffer for simplicity. temp = new u8[3 * w * h]; for (u32 y = 0; y < h; y++) { memcpy(temp + y * w * 3, buffer + (buf.GetHeight() - y - 1) * buf.GetStride() * 3, w * 3); } buffer = temp; } else if (buf.GetFormat() != GPU_DBG_FORMAT_888_RGB) { // Let's boil it down to how we need to interpret the bits. int baseFmt = buf.GetFormat() & ~(GPU_DBG_FORMAT_REVERSE_FLAG | GPU_DBG_FORMAT_BRSWAP_FLAG); bool rev = (buf.GetFormat() & GPU_DBG_FORMAT_REVERSE_FLAG) != 0; bool brswap = (buf.GetFormat() & GPU_DBG_FORMAT_BRSWAP_FLAG) != 0; bool flip = buf.GetFlipped(); temp = new u8[3 * w * h]; // This is pretty inefficient. const u16 *buf16 = (const u16 *)buffer; const u32 *buf32 = (const u32 *)buffer; for (u32 y = 0; y < h; y++) { for (u32 x = 0; x < w; x++) { u8 *dst; if (flip) { dst = &temp[(h - y - 1) * w * 3 + x * 3]; } else { dst = &temp[y * w * 3 + x * 3]; } u8 &r = brswap ? dst[2] : dst[0]; u8 &g = dst[1]; u8 &b = brswap ? dst[0] : dst[2]; u32 src; switch (baseFmt) { case GPU_DBG_FORMAT_565: src = buf16[y * buf.GetStride() + x]; if (rev) { src = bswap16(src); } r = Convert5To8((src >> 0) & 0x1F); g = Convert6To8((src >> 5) & 0x3F); b = Convert5To8((src >> 11) & 0x1F); break; case GPU_DBG_FORMAT_5551: src = buf16[y * buf.GetStride() + x]; if (rev) { src = bswap16(src); } r = Convert5To8((src >> 0) & 0x1F); g = Convert5To8((src >> 5) & 0x1F); b = Convert5To8((src >> 10) & 0x1F); break; case GPU_DBG_FORMAT_4444: src = buf16[y * buf.GetStride() + x]; if (rev) { src = bswap16(src); } r = Convert4To8((src >> 0) & 0xF); g = Convert4To8((src >> 4) & 0xF); b = Convert4To8((src >> 8) & 0xF); break; case GPU_DBG_FORMAT_8888: src = buf32[y * buf.GetStride() + x]; if (rev) { src = bswap32(src); } r = (src >> 0) & 0xFF; g = (src >> 8) & 0xFF; b = (src >> 16) & 0xFF; break; default: ERROR_LOG(COMMON, "Unsupported framebuffer format for screenshot: %d", buf.GetFormat()); return nullptr; } } } buffer = temp; } return buffer; } bool TakeGameScreenshot(const char *filename, ScreenshotFormat fmt, ScreenshotType type) { GPUDebugBuffer buf; bool success = false; u32 w = (u32)-1; u32 h = (u32)-1; if (type == SCREENSHOT_RENDER) { if (gpuDebug) { success = gpuDebug->GetCurrentFramebuffer(buf); } // Only crop to the top left when using a render screenshot. w = PSP_CoreParameter().renderWidth; h = PSP_CoreParameter().renderHeight; } else { if (GetGPUBackend() == GPUBackend::OPENGL) { success = GPU_GLES::GetDisplayFramebuffer(buf); #ifdef _WIN32 } else if (GetGPUBackend() == GPUBackend::DIRECT3D9) { success = DX9::GPU_DX9::GetDisplayFramebuffer(buf); #endif } } if (!success) { ERROR_LOG(COMMON, "Failed to obtain screenshot data."); return false; } #ifdef USING_QT_UI if (success) { u8 *flipbuffer = nullptr; const u8 *buffer = ConvertBufferTo888RGB(buf, flipbuffer, w, h); // TODO: Handle other formats (e.g. Direct3D, raw framebuffers.) QImage image(buffer, w, h, QImage::Format_RGB888); success = image.save(filename, fmt == SCREENSHOT_PNG ? "PNG" : "JPG"); delete [] flipbuffer; } #else if (success) { u8 *flipbuffer = nullptr; const u8 *buffer = ConvertBufferTo888RGB(buf, flipbuffer, w, h); if (buffer == nullptr) { success = false; } if (success && fmt == SCREENSHOT_PNG) { png_image png; memset(&png, 0, sizeof(png)); png.version = PNG_IMAGE_VERSION; png.format = PNG_FORMAT_RGB; png.width = w; png.height = h; success = WriteScreenshotToPNG(&png, filename, 0, buffer, w * 3, nullptr); png_image_free(&png); if (png.warning_or_error >= 2) { ERROR_LOG(COMMON, "Saving screenshot to PNG produced errors."); success = false; } } else if (success && fmt == SCREENSHOT_JPG) { jpge::params params; params.m_quality = 90; success = WriteScreenshotToJPEG(filename, w, h, 3, buffer, params); } else { success = false; } delete [] flipbuffer; } #endif if (!success) { ERROR_LOG(COMMON, "Failed to write screenshot."); } return success; }