mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-09-05 04:05:27 +02:00
Take screenshots with savestates.
This commit is contained in:
+4
-76
@@ -35,8 +35,6 @@
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#include <memory>
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#if defined(_WIN32)
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#include <libpng17/png.h>
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#include "ext/jpge/jpge.h"
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#include "Windows/DSoundStream.h"
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#include "Windows/WndMainWindow.h"
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#include "Windows/D3D9Base.h"
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@@ -50,9 +48,8 @@
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#include "file/zip_read.h"
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#include "thread/thread.h"
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#include "net/http_client.h"
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#include "gfx_es2/gl_state.h" // only for screenshot!
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#include "gfx_es2/gl_state.h" // should've been only for screenshot - but actually not, cleanup?
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#include "gfx_es2/draw_text.h"
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#include "gfx_es2/draw_buffer.h"
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#include "gfx/gl_lost_manager.h"
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#include "gfx/texture.h"
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#include "i18n/i18n.h"
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@@ -76,13 +73,10 @@
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#include "Core/Host.h"
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#include "Core/PSPMixer.h"
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#include "Core/SaveState.h"
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#include "Core/Screenshot.h"
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#include "Core/System.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/Util/GameManager.h"
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#include "GPU/GLES/GLES_GPU.h"
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#ifdef _WIN32
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#include "GPU/Directx9/GPU_DX9.h"
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#endif
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#include "ui_atlas.h"
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#include "EmuScreen.h"
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@@ -604,7 +598,7 @@ void NativeShutdownGraphics() {
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void TakeScreenshot() {
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g_TakeScreenshot = false;
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#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
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#if defined(_WIN32) || (defined(USING_QT_UI) && !defined(MOBILE_DEVICE))
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mkDir(g_Config.memStickDirectory + "/PSP/SCREENSHOT");
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// First, find a free filename.
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@@ -627,73 +621,7 @@ void TakeScreenshot() {
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i++;
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}
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GPUDebugBuffer buf;
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bool success = true;
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if (g_Config.iGPUBackend == GPU_BACKEND_OPENGL) {
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success = GLES_GPU::GetDisplayFramebuffer(buf);
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} else if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
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success = DX9::DIRECTX9_GPU::GetDisplayFramebuffer(buf);
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} else {
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success = false;
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}
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#ifdef USING_QT_UI
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if (success) {
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// TODO: Handle other formats (e.g. Direct3D.) Would only happen on Qt/Windows.
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const u8 *buffer = buf.GetData();
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QImage image(buffer, buf.GetStride(), buf.GetHeight(), QImage::Format_RGB888);
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image = image.mirrored();
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success = image.save(filename, g_Config.bScreenshotsAsPNG ? "PNG" : "JPG");
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}
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#else
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if (success) {
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const u8 *buffer = buf.GetData();
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u8 *flipbuffer = nullptr;
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if (buf.GetFlipped()) {
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// Silly OpenGL reads upside down, we flip to another buffer for simplicity.
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_assert_msg_(G3D, buf.GetFormat() == GPU_DBG_FORMAT_888_RGB, "Expecting RGB for flipped buffer (OpenGL.)");
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flipbuffer = new u8[3 * buf.GetStride() * buf.GetHeight()];
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for (u32 y = 0; y < buf.GetHeight(); y++) {
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memcpy(flipbuffer + y * buf.GetStride() * 3, buffer + (buf.GetHeight() - y - 1) * buf.GetStride() * 3, buf.GetStride() * 3);
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}
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buffer = flipbuffer;
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}
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if (buf.GetFormat() == GPU_DBG_FORMAT_8888_BGRA) {
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// Yay, we need to swap AND remove alpha.
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flipbuffer = new u8[3 * buf.GetStride() * buf.GetHeight()];
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for (u32 y = 0; y < buf.GetHeight(); y++) {
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for (u32 x = 0; x < buf.GetStride(); x++) {
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u8 *dst = &flipbuffer[y * buf.GetStride() * 3 + x * 3];
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const u8 *src = &buffer[y * buf.GetStride() * 4 + x * 4];
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dst[0] = src[2];
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dst[1] = src[1];
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dst[2] = src[0];
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}
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}
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buffer = flipbuffer;
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}
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if (g_Config.bScreenshotsAsPNG) {
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png_image png;
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memset(&png, 0, sizeof(png));
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png.version = PNG_IMAGE_VERSION;
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png.format = PNG_FORMAT_RGB;
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png.width = buf.GetStride();
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png.height = buf.GetHeight();
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png_image_write_to_file(&png, filename, 0, flipbuffer, buf.GetStride() * 3, NULL);
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png_image_free(&png);
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success = png.warning_or_error >= 2;
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} else {
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jpge::params params;
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params.m_quality = 90;
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success = compress_image_to_jpeg_file(filename, buf.GetStride(), buf.GetHeight(), 3, flipbuffer, params);
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}
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delete [] flipbuffer;
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}
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#endif
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bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? SCREENSHOT_PNG : SCREENSHOT_JPG, SCREENSHOT_DISPLAY);
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if (success) {
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osm.Show(filename);
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} else {
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