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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.
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSTexture.h"
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class GSTextureSW : public GSTexture
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{
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// mem texture, always 32-bit rgba (might add 8-bit for palette if needed)
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int m_pitch;
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void* m_data;
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std::atomic_flag m_mapped;
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public:
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GSTextureSW(int type, int width, int height);
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virtual ~GSTextureSW();
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(GSMap& m, const GSVector4i* r);
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void Unmap();
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bool Save(const string& fn, bool dds = false);
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};
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