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GetStringErrorMsg had the strerror_r result test backwards. The XSI variant returns 0 on success, so every successful lookup returned "Unknown error"; and under glibc with _GNU_SOURCE the GNU variant is selected instead, which returns the message by pointer and typically leaves the buffer untouched, so it returned an empty string. Either way GetLastErrorMsg() was useless on Linux, Android and macOS. Pick the right handling by overload resolution rather than guessing which signature we got. KeyMap's "no gamepad button mapped to cancel" fallback pushed into confirmKeys instead of cancelKeys - and pushed the confirm button. So unmapping cancel left no gamepad way out of menus, and duplicated an entry in the confirm list. ControlMapper::AddListener mutated listeners_ without taking mutex_, while RemoveListener takes it and the input thread iterates the vector under it. Opening a screen while an axis is moving could reallocate it mid-iteration. The comment about piggybacking on a screenmanager mutex was stale - there isn't one. Config's two std::stof calls on PostShaderSetting values ran on user-editable ini text with no try/catch, so a malformed entry called std::terminate during startup config load. Use the same checked sscanf that LoadGameConfig already uses. (CmdLine.cpp and Compatibility.cpp have the same pattern; not touched here.) The screenshot downscale path leaked its final buffer on every downscaled shot, which savestate thumbnails hit on every save at 3x and above. HandleUploadPost is registered unconditionally, so closing the Upload screen left an unauthenticated file-write endpoint live for as long as anything else kept the server up. Check the flag in the handler. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
544 lines
17 KiB
C++
544 lines
17 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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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, version 2.0 or later versions.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <algorithm>
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#include <png.h>
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#include "ext/jpge/jpge.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/File/FileUtil.h"
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#include "Common/File/Path.h"
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#include "Common/Data/Format/PNGLoad.h"
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#include "Common/Log.h"
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#include "Common/System/System.h"
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#include "Common/System/Display.h"
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#include "Common/System/OSD.h"
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#include "Common/System/Request.h"
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#include "Common/System/NativeApp.h"
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#include "Common/Thread/Promise.h"
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#include "Common/StringUtils.h"
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#include "Common/Data/Text/I18n.h"
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#include "Core/Screenshot.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/System.h"
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#include "Core/Core.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/GPUCommon.h"
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struct PendingScreenshot {
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ScreenshotType type;
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ScreenshotFormat format;
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Path path;
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std::function<void(ScreenshotResult result)> callback;
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int maxRes;
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};
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PendingScreenshot g_pendingScreenshot;
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class JPEGFileStream : public jpge::output_stream {
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public:
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JPEGFileStream(const Path &filename) {
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fp_ = File::OpenCFile(filename, "wb");
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}
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~JPEGFileStream() {
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if (fp_ ) {
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fclose(fp_);
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}
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}
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bool put_buf(const void *buf, int len) override {
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if (!fp_) {
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return false;
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}
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if (fwrite(buf, len, 1, fp_) != 1) {
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fclose(fp_);
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fp_ = nullptr;
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return false;
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}
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return true;
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}
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bool Valid() {
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return fp_ != nullptr;
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}
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private:
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FILE *fp_;
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};
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static bool WriteScreenshotToJPEG(const Path &filename, int width, int height, int num_channels, const uint8_t *image_data, const jpge::params &comp_params) {
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JPEGFileStream dst_stream(filename);
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if (!dst_stream.Valid()) {
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ERROR_LOG(Log::IO, "Unable to open screenshot file for writing.");
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return false;
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}
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jpge::jpeg_encoder dst_image;
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if (!dst_image.init(&dst_stream, width, height, num_channels, comp_params)) {
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return false;
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}
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for (u32 pass_index = 0; pass_index < dst_image.get_total_passes(); pass_index++) {
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for (int i = 0; i < height; i++) {
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const uint8_t *buf = image_data + i * width * num_channels;
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if (!dst_image.process_scanline(buf)) {
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return false;
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}
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}
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if (!dst_image.process_scanline(nullptr)) {
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return false;
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}
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}
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if (!dst_stream.Valid()) {
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ERROR_LOG(Log::System, "Screenshot file write failed.");
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}
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dst_image.deinit();
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return dst_stream.Valid();
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}
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static bool ConvertPixelTo8888RGBA(GPUDebugBufferFormat fmt, u8 &r, u8 &g, u8 &b, u8 &a, const void *buffer, int offset, bool rev) {
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const u8 *buf8 = (const u8 *)buffer;
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const u16 *buf16 = (const u16 *)buffer;
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const u32 *buf32 = (const u32 *)buffer;
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const float *fbuf = (const float *)buffer;
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// NOTE: a and r might be the same channel. This is used for RGB.
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u32 src;
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double fsrc;
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switch (fmt) {
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case GPU_DBG_FORMAT_565:
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src = buf16[offset];
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if (rev) {
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src = bswap16(src);
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}
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a = 255;
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r = Convert5To8((src >> 0) & 0x1F);
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g = Convert6To8((src >> 5) & 0x3F);
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b = Convert5To8((src >> 11) & 0x1F);
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break;
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case GPU_DBG_FORMAT_5551:
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src = buf16[offset];
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if (rev) {
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src = bswap16(src);
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}
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a = (src >> 15) ? 255 : 0;
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r = Convert5To8((src >> 0) & 0x1F);
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g = Convert5To8((src >> 5) & 0x1F);
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b = Convert5To8((src >> 10) & 0x1F);
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break;
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case GPU_DBG_FORMAT_4444:
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src = buf16[offset];
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if (rev) {
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src = bswap16(src);
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}
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a = Convert4To8((src >> 12) & 0xF);
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r = Convert4To8((src >> 0) & 0xF);
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g = Convert4To8((src >> 4) & 0xF);
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b = Convert4To8((src >> 8) & 0xF);
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break;
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case GPU_DBG_FORMAT_8888:
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src = buf32[offset];
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if (rev) {
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src = bswap32(src);
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}
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a = (src >> 24) & 0xFF;
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r = (src >> 0) & 0xFF;
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g = (src >> 8) & 0xFF;
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b = (src >> 16) & 0xFF;
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break;
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case GPU_DBG_FORMAT_FLOAT:
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fsrc = fbuf[offset];
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r = 255;
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g = 0;
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b = 0;
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a = fsrc >= 1.0 ? 255 : (fsrc < 0.0 ? 0 : (int)(fsrc * 255.0));
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break;
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case GPU_DBG_FORMAT_16BIT:
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src = buf16[offset];
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r = 255;
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g = 0;
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b = 0;
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a = src >> 8;
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break;
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case GPU_DBG_FORMAT_8BIT:
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src = buf8[offset];
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r = 255;
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g = 0;
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b = 0;
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a = src;
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break;
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case GPU_DBG_FORMAT_24BIT_8X:
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src = buf32[offset];
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 16) & 0xFF;
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break;
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case GPU_DBG_FORMAT_24X_8BIT:
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src = buf32[offset];
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r = 255;
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g = 0;
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b = 0;
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a = (src >> 24) & 0xFF;
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break;
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default:
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_assert_msg_(false, "Unsupported framebuffer format for screenshot: %d", fmt);
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return false;
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}
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return true;
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}
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const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h) {
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size_t pixelSize = alpha ? 4 : 3;
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GPUDebugBufferFormat nativeFmt = alpha ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_888_RGB;
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w = std::min(w, buf.GetStride());
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h = std::min(h, buf.GetHeight());
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// The temp buffer will be freed by the caller if set, and can be the return value.
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temp = nullptr;
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const u8 *buffer = buf.GetData();
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if (buf.GetFlipped() && buf.GetFormat() == nativeFmt) {
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temp = new u8[pixelSize * w * h];
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// Silly OpenGL reads upside down, we flip to another buffer for simplicity.
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for (u32 y = 0; y < h; y++) {
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memcpy(temp + y * w * pixelSize, buffer + (buf.GetHeight() - y - 1) * buf.GetStride() * pixelSize, w * pixelSize);
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}
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} else if (buf.GetFormat() < GPU_DBG_FORMAT_FLOAT && buf.GetFormat() != nativeFmt) {
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temp = new u8[pixelSize * w * h];
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// Let's boil it down to how we need to interpret the bits.
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int baseFmt = buf.GetFormat() & ~(GPU_DBG_FORMAT_REVERSE_FLAG | GPU_DBG_FORMAT_BRSWAP_FLAG);
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bool rev = (buf.GetFormat() & GPU_DBG_FORMAT_REVERSE_FLAG) != 0;
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bool brswap = (buf.GetFormat() & GPU_DBG_FORMAT_BRSWAP_FLAG) != 0;
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bool flip = buf.GetFlipped();
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// This is pretty inefficient.
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for (u32 y = 0; y < h; y++) {
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for (u32 x = 0; x < w; x++) {
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u8 *dst;
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if (flip) {
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dst = &temp[(h - y - 1) * w * pixelSize + x * pixelSize];
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} else {
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dst = &temp[y * w * pixelSize + x * pixelSize];
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}
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u8 &r = brswap ? dst[2] : dst[0];
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u8 &g = dst[1];
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u8 &b = brswap ? dst[0] : dst[2];
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u8 &a = alpha ? dst[3] : r;
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if (!ConvertPixelTo8888RGBA(GPUDebugBufferFormat(baseFmt), r, g, b, a, buffer, y * buf.GetStride() + x, rev)) {
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return nullptr;
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}
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}
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}
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} else if (buf.GetFormat() != nativeFmt) {
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temp = new u8[pixelSize * w * h];
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bool flip = buf.GetFlipped();
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// This is pretty inefficient.
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for (u32 y = 0; y < h; y++) {
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for (u32 x = 0; x < w; x++) {
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u8 *dst;
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if (flip) {
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dst = &temp[(h - y - 1) * w * pixelSize + x * pixelSize];
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} else {
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dst = &temp[y * w * pixelSize + x * pixelSize];
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}
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u8 &a = alpha ? dst[3] : dst[0];
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if (!ConvertPixelTo8888RGBA(buf.GetFormat(), dst[0], dst[1], dst[2], a, buffer, y * buf.GetStride() + x, false)) {
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return nullptr;
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}
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}
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}
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}
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return temp ? temp : buffer;
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}
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static GPUDebugBuffer ApplyRotation(const GPUDebugBuffer &buf, DisplayRotation rotation) {
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GPUDebugBuffer rotated;
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// This is a simple but not terribly efficient rotation.
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if (rotation == DisplayRotation::ROTATE_90) {
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rotated.Allocate(buf.GetHeight(), buf.GetStride(), buf.GetFormat(), false);
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for (u32 y = 0; y < buf.GetStride(); ++y) {
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for (u32 x = 0; x < buf.GetHeight(); ++x) {
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rotated.SetRawPixel(x, y, buf.GetRawPixel(buf.GetStride() - y - 1, x));
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}
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}
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} else if (rotation == DisplayRotation::ROTATE_180) {
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rotated.Allocate(buf.GetStride(), buf.GetHeight(), buf.GetFormat(), false);
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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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rotated.SetRawPixel(x, y, buf.GetRawPixel(buf.GetStride() - x - 1, buf.GetHeight() - y - 1));
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}
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}
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} else {
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rotated.Allocate(buf.GetHeight(), buf.GetStride(), buf.GetFormat(), false);
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for (u32 y = 0; y < buf.GetStride(); ++y) {
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for (u32 x = 0; x < buf.GetHeight(); ++x) {
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rotated.SetRawPixel(x, y, buf.GetRawPixel(y, buf.GetHeight() - x - 1));
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}
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}
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}
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rotated.SetIsBackbuffer(buf.IsBackBuffer());
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return rotated;
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}
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static void SaveScreenshotAsync(GPUDebugBuffer &&buf, int w, int h, int maxRes);
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void ScheduleScreenshot(const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int maxRes, std::function<void(ScreenshotResult)> &&callback) {
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g_pendingScreenshot = {};
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g_pendingScreenshot.path = filename;
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g_pendingScreenshot.format = fmt;
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g_pendingScreenshot.type = type;
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g_pendingScreenshot.callback = std::move(callback);
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g_pendingScreenshot.maxRes = maxRes;
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}
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bool ScreenshotNotifyEndOfFrame(Draw::DrawContext *draw) {
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if (g_pendingScreenshot.path.empty() || g_pendingScreenshot.type != ScreenshotType::Output) {
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return false;
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}
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_dbg_assert_(draw);
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GPUDebugBuffer buf;
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if (g_display.rotation != DisplayRotation::ROTATE_0) {
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GPUDebugBuffer temp;
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if (!::GetOutputFramebuffer(draw, temp)) {
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g_pendingScreenshot.callback(ScreenshotResult::ScreenshotNotPossible);
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g_pendingScreenshot = {};
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return false;
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}
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_dbg_assert_msg_(temp.IsBackBuffer(), "temp isn't backbuffer??");
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buf = ApplyRotation(temp, g_display.rotation);
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} else {
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if (!::GetOutputFramebuffer(draw, buf)) {
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g_pendingScreenshot.callback(ScreenshotResult::ScreenshotNotPossible);
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g_pendingScreenshot = {};
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return false;
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}
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}
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_dbg_assert_msg_(buf.IsBackBuffer(), "buf isn't backbuffer?? rotation: %d", (int)g_display.rotation);
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const int w = buf.GetStride();
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const int h = buf.GetHeight();
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SaveScreenshotAsync(std::move(buf), w, h, g_pendingScreenshot.maxRes);
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// Wipe the screenshot state.
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g_pendingScreenshot = {};
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return true;
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}
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bool ScreenshotNotifyPostGameRender(Draw::DrawContext *draw) {
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if (g_pendingScreenshot.path.empty() || g_pendingScreenshot.type == ScreenshotType::Output) {
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return false;
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}
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GPUDebugBuffer buf;
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if (!gpu) {
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ERROR_LOG(Log::System, "Can't take screenshots when GPU not running");
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g_pendingScreenshot.callback(ScreenshotResult::ScreenshotNotPossible);
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g_pendingScreenshot = {};
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return false;
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}
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const int maxRes = g_pendingScreenshot.maxRes;
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if (!gpu->GetCurrentFramebuffer(buf, g_pendingScreenshot.type == ScreenshotType::Render ? GPU_DBG_FRAMEBUF_RENDER : GPU_DBG_FRAMEBUF_DISPLAY, maxRes)) {
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g_pendingScreenshot.callback(ScreenshotResult::ScreenshotNotPossible);
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g_pendingScreenshot = {};
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return false;
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}
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int w;
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int h;
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if (buf.IsBackBuffer()) {
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w = buf.GetStride();
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h = buf.GetHeight();
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} else if (maxRes < 0 && buf.GetScaleFactor() > 0) {
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// Normal case. Crop to the current screen size if it's larger (some games render to large buffers and display a subset).
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w = 480 * buf.GetScaleFactor();
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h = 272 * buf.GetScaleFactor();
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} else {
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w = maxRes > 0 ? 480 * maxRes : buf.GetStride();
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h = maxRes > 0 ? 272 * maxRes : buf.GetHeight();
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}
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SaveScreenshotAsync(std::move(buf), w, h, g_pendingScreenshot.maxRes);
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// Wipe the screenshot state.
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g_pendingScreenshot = {};
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return true;
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}
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static void SaveScreenshotAsync(GPUDebugBuffer &&buf, int w, int h, int maxRes) {
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g_threadManager.EnqueueTask(new IndependentTask(TaskType::IO_BLOCKING, TaskPriority::LOW,
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[filename = std::move(g_pendingScreenshot.path), buf = std::move(buf), callback = std::move(g_pendingScreenshot.callback), fmt = g_pendingScreenshot.format, w, h, maxRes]() {
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u8 *flipbuffer = nullptr;
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u32 width = w, height = h;
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const u8 *buffer = ConvertBufferToScreenshot(buf, false, flipbuffer, width, height);
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ScreenshotResult result;
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if (maxRes <= 0 || (int)width <= 480 * maxRes) {
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result = Save888RGBScreenshot(filename, fmt, buffer, width, height) ? ScreenshotResult::Success : ScreenshotResult::FailedToWriteFile;
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delete[] flipbuffer;
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} else {
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u8 *shrinkBuffer = new u8[width * height * 3];
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memcpy(shrinkBuffer, buffer, width * height * 3);
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delete[] flipbuffer;
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// TODO: Speed this thing up.
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while ((int)width > 480 * maxRes) {
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u8 *halfSize = new u8[(width / 2) * (height / 2) * 3];
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for (u32 y = 0; y < height / 2; y++) {
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for (u32 x = 0; x < width / 2; x++) {
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for (int c = 0; c < 3; c++) {
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halfSize[(y * (width / 2) + x) * 3 + c] = (shrinkBuffer[((y * 2) * width + (x * 2)) * 3 + c] +
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shrinkBuffer[((y * 2) * width + (x * 2 + 1)) * 3 + c] +
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shrinkBuffer[(((y * 2) + 1) * width + (x * 2)) * 3 + c] +
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shrinkBuffer[(((y * 2) + 1) * width + (x * 2 + 1)) * 3 + c]) / 4;
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}
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}
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}
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std::swap(shrinkBuffer, halfSize);
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delete[] halfSize;
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width /= 2;
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height /= 2;
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}
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result = Save888RGBScreenshot(filename, fmt, shrinkBuffer, width, height) ? ScreenshotResult::Success : ScreenshotResult::FailedToWriteFile;
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delete[] shrinkBuffer;
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}
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System_RunOnMainThread([result, callback = std::move(callback)]() {
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callback(result);
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});
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}));
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}
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bool Save888RGBScreenshot(const Path &filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h) {
|
|
if (fmt == ScreenshotFormat::PNG) {
|
|
return pngSave(filename, bufferRGB888, w, h, 3);
|
|
} else if (fmt == ScreenshotFormat::JPG) {
|
|
jpge::params params;
|
|
params.m_quality = 90;
|
|
return WriteScreenshotToJPEG(filename, w, h, 3, bufferRGB888, params);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool Save8888RGBAScreenshot(const Path &filename, const u8 *buffer, int w, int h) {
|
|
return pngSave(filename, buffer, w, h, 4);
|
|
}
|
|
|
|
bool Save8888RGBAScreenshot(std::vector<uint8_t> &bufferPNG, const u8 *bufferRGBA8888, int w, int h) {
|
|
png_image png{};
|
|
png.version = PNG_IMAGE_VERSION;
|
|
png.format = PNG_FORMAT_RGBA;
|
|
png.width = w;
|
|
png.height = h;
|
|
|
|
png_alloc_size_t allocSize = bufferPNG.size();
|
|
int result = png_image_write_to_memory(&png, allocSize == 0 ? nullptr : bufferPNG.data(), &allocSize, 0, bufferRGBA8888, w * 4, nullptr);
|
|
bool success = result != 0 && png.warning_or_error <= 1;
|
|
if (!success && allocSize != bufferPNG.size()) {
|
|
bufferPNG.resize(allocSize);
|
|
png.warning_or_error = 0;
|
|
result = png_image_write_to_memory(&png, bufferPNG.data(), &allocSize, 0, bufferRGBA8888, w * 4, nullptr);
|
|
success = result != 0 && png.warning_or_error <= 1;
|
|
}
|
|
if (success)
|
|
bufferPNG.resize(allocSize);
|
|
png_image_free(&png);
|
|
|
|
if (!success) {
|
|
ERROR_LOG(Log::IO, "Buffering screenshot to PNG produced errors.");
|
|
bufferPNG.clear();
|
|
}
|
|
return success;
|
|
}
|
|
|
|
void TakeUserScreenshot() {
|
|
Path path = GetSysDirectory(DIRECTORY_SCREENSHOT);
|
|
// Make sure the screenshot directory exists.
|
|
File::CreateDir(path);
|
|
|
|
// First, find a free filename.
|
|
//
|
|
// NOTE: On Android, the old approach of checking filenames one by one doesn't scale.
|
|
// So let's just grab the full file listing, and then find a name that's not in it.
|
|
//
|
|
// TODO: Also, we could do this on a thread too. Not sure if worth it.
|
|
|
|
const std::string gameId = g_paramSFO.GetDiscID();
|
|
|
|
std::vector<File::FileInfo> files;
|
|
const std::string prefix = gameId + "_";
|
|
File::GetFilesInDir(path, &files, nullptr, 0, prefix);
|
|
std::set<std::string> existingNames;
|
|
for (auto &file : files) {
|
|
existingNames.insert(file.name);
|
|
}
|
|
|
|
Path filename;
|
|
int i = 0;
|
|
for (int i = 0; i < 20000; i++) {
|
|
const std::string pngName = prefix + StringFromFormat("%05d.png", i);
|
|
const std::string jpgName = prefix + StringFromFormat("%05d.jpg", i);
|
|
if (existingNames.find(pngName) == existingNames.end() && existingNames.find(jpgName) == existingNames.end()) {
|
|
filename = path / (g_Config.bScreenshotsAsPNG ? pngName : jpgName);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (filename.empty()) {
|
|
// Overwrite this one over and over.
|
|
filename = path / (prefix + (g_Config.bScreenshotsAsPNG ? "20000.png" : "20000.jpg"));
|
|
}
|
|
|
|
ScreenshotType type = g_Config.iScreenshotMode == (int)ScreenshotMode::GameImage ? ScreenshotType::Display : ScreenshotType::Output;
|
|
|
|
if (GetUIState() != UISTATE_INGAME) {
|
|
// We're out in the UI, no game. The only type of screenshot available is output.
|
|
type = ScreenshotType::Output;
|
|
}
|
|
|
|
ScheduleScreenshot(filename, g_Config.bScreenshotsAsPNG ? ScreenshotFormat::PNG : ScreenshotFormat::JPG, type, -1, [filename](ScreenshotResult result) {
|
|
if (result == ScreenshotResult::Success) {
|
|
const std::string friendlyPath = GetFriendlyPath(filename);
|
|
g_OSD.Show(OSDType::MESSAGE_FILE_LINK, friendlyPath, 0.0f, "screenshot_link");
|
|
if (System_GetPropertyBool(SYSPROP_CAN_SHOW_FILE)) {
|
|
g_OSD.SetClickCallback("screenshot_link", [filename]() -> void {
|
|
System_ShowFileInFolder(filename);
|
|
});
|
|
}
|
|
} else if (result == ScreenshotResult::FailedToWriteFile) {
|
|
auto err = GetI18NCategory(I18NCat::ERRORS);
|
|
g_OSD.Show(OSDType::MESSAGE_ERROR, err->T("Could not save screenshot file"));
|
|
WARN_LOG(Log::System, "Failed to take screenshot.");
|
|
}
|
|
// TODO: What to do about ScreenshotNotPossible?
|
|
});
|
|
}
|