Files
pcsx2/plugins/GSdx/GSTexture9.cpp
T
Jonathan Li 2b2042e1c2 gsdx: Allow screenshot compression level to be changed
At higher resolutions it takes too much time to save a screenshot at the
maximum compression level. So let's allow the user to set the
compression level.

This re-uses the png_compression_level setting. The default compression
level is 1 for speed, but if the user wishes to increase the compression
level (without using an external tool) and doesn't mind if the
screenshot takes more time to save then they can increase the
compression level up to a maximum of 9 (which can take quite a while).

Fixes #1527.
2016-08-20 14:01:24 +01:00

220 lines
4.7 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTexture9.h"
#include "GSPng.h"
GSTexture9::GSTexture9(IDirect3DSurface9* surface)
{
m_surface = surface;
surface->GetDevice(&m_dev);
surface->GetDesc(&m_desc);
if(m_desc.Type != D3DRTYPE_SURFACE)
{
surface->GetContainer(__uuidof(IDirect3DTexture9), (void**)&m_texture);
ASSERT(m_texture != NULL);
}
m_size.x = (int)m_desc.Width;
m_size.y = (int)m_desc.Height;
if(m_desc.Usage & D3DUSAGE_RENDERTARGET) m_type = RenderTarget;
else if(m_desc.Usage & D3DUSAGE_DEPTHSTENCIL) m_type = DepthStencil;
else if(m_desc.Pool == D3DPOOL_MANAGED) m_type = Texture;
else if(m_desc.Pool == D3DPOOL_SYSTEMMEM) m_type = Offscreen;
m_format = (int)m_desc.Format;
m_msaa = m_desc.MultiSampleType != D3DMULTISAMPLE_NONE;
}
GSTexture9::GSTexture9(IDirect3DTexture9* texture)
{
m_texture = texture;
texture->GetDevice(&m_dev);
texture->GetLevelDesc(0, &m_desc);
texture->GetSurfaceLevel(0, &m_surface);
ASSERT(m_surface != NULL);
m_size.x = (int)m_desc.Width;
m_size.y = (int)m_desc.Height;
if(m_desc.Usage & D3DUSAGE_RENDERTARGET) m_type = RenderTarget;
else if(m_desc.Usage & D3DUSAGE_DEPTHSTENCIL) m_type = DepthStencil;
else if(m_desc.Pool == D3DPOOL_MANAGED) m_type = Texture;
else if(m_desc.Pool == D3DPOOL_SYSTEMMEM) m_type = Offscreen;
m_format = (int)m_desc.Format;
m_msaa = m_desc.MultiSampleType > 1;
}
GSTexture9::~GSTexture9()
{
}
bool GSTexture9::Update(const GSVector4i& r, const void* data, int pitch)
{
if(m_surface)
{
D3DLOCKED_RECT lr;
if(SUCCEEDED(m_surface->LockRect(&lr, r, 0)))
{
uint8* src = (uint8*)data;
uint8* dst = (uint8*)lr.pBits;
int bytes = r.width() * sizeof(uint32);
switch(m_desc.Format)
{
case D3DFMT_A8: bytes >>= 2; break;
case D3DFMT_A1R5G5B5: bytes >>= 1; break;
default: ASSERT(m_desc.Format == D3DFMT_A8R8G8B8); break;
}
bytes = min(bytes, pitch);
bytes = min(bytes, lr.Pitch);
for(int i = 0, j = r.height(); i < j; i++, src += pitch, dst += lr.Pitch)
{
memcpy(dst, src, bytes);
}
m_surface->UnlockRect();
return true;
}
}
return false;
}
bool GSTexture9::Map(GSMap& m, const GSVector4i* r)
{
HRESULT hr;
if(m_surface)
{
D3DLOCKED_RECT lr;
if(SUCCEEDED(hr = m_surface->LockRect(&lr, (LPRECT)r, 0)))
{
m.bits = (uint8*)lr.pBits;
m.pitch = (int)lr.Pitch;
return true;
}
}
return false;
}
void GSTexture9::Unmap()
{
if(m_surface)
{
m_surface->UnlockRect();
}
}
bool GSTexture9::Save(const string& fn, bool dds)
{
bool rb_swapped = true;
CComPtr<IDirect3DSurface9> surface;
D3DSURFACE_DESC desc;
m_surface->GetDesc(&desc);
if (m_desc.Usage & D3DUSAGE_DEPTHSTENCIL && desc.Format != D3DFMT_D32F_LOCKABLE)
{
return false;
}
if (desc.Format == D3DFMT_A8 || desc.Pool == D3DPOOL_MANAGED || desc.Usage == D3DUSAGE_DEPTHSTENCIL)
{
surface = m_surface;
rb_swapped = false;
}
else
{
HRESULT hr;
hr = m_dev->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, nullptr);
if (FAILED(hr))
{
return false;
}
hr = m_dev->GetRenderTargetData(m_surface, surface);
if (FAILED(hr))
{
return false;
}
}
GSPng::Format format;
switch (desc.Format)
{
case D3DFMT_A8:
format = GSPng::R8I_PNG;
break;
case D3DFMT_A8R8G8B8:
format = dds? GSPng::RGBA_PNG : GSPng::RGB_PNG;
break;
case D3DFMT_D32F_LOCKABLE:
format = GSPng::RGB_A_PNG;
break;
default:
fprintf(stderr, "D3DFMT %d not saved to image\n", desc.Format);
return false;
}
D3DLOCKED_RECT slr;
HRESULT hr = surface->LockRect(&slr, nullptr, 0);
if (FAILED(hr))
{
return false;
}
int compression = theApp.GetConfigI("png_compression_level");
bool success = GSPng::Save(format, fn, static_cast<uint8*>(slr.pBits), desc.Width, desc.Height, slr.Pitch, compression, rb_swapped);
surface->UnlockRect();
return success;
}
GSTexture9::operator IDirect3DSurface9*()
{
return m_surface;
}
GSTexture9::operator IDirect3DTexture9*()
{
return m_texture;
}