// 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/. #pragma once #include "Common/File/Path.h" struct GPUDebugBuffer; enum class ScreenshotFormat { PNG, JPG, }; enum ScreenshotType { // What's being show on screen (e.g. including FPS, etc.) SCREENSHOT_OUTPUT, // What the game rendered (e.g. at render resolution) to the display. SCREENSHOT_DISPLAY, // What the game is in-progress rendering now. SCREENSHOT_RENDER, }; const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h); // Can only be used while in game. bool TakeGameScreenshot(const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int *width = nullptr, int *height = nullptr, int maxRes = -1); bool Save888RGBScreenshot(const Path &filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h); bool Save8888RGBAScreenshot(const Path &filename, const u8 *bufferRGBA8888, int w, int h); // Overallocate bufferPNG for better encoding speed. bool Save8888RGBAScreenshot(std::vector &bufferPNG, const u8 *bufferRGBA8888, int w, int h);