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This is the internal resolution which GSdx uses and recording at this resolution is optimal, i.e. without any dumb scaling, with all relevant pixels and without redundant pixels. The resulting clip still doesn't have the correct aspect ratio set, but that's just a property which can be set to the clip afterwards, which is where the DAR becomes useful. Since it's usually anamorphic, when muxing later with the audio use the DAR to set the playback aspect ratio.
61 lines
1.5 KiB
C++
61 lines
1.5 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 "GSVector.h"
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#include "GSPng.h"
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#ifdef _WINDOWS
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#include "GSCaptureDlg.h"
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#endif
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class GSCapture
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{
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std::recursive_mutex m_lock;
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bool m_capturing;
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GSVector2i m_size;
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uint64 m_frame;
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std::string m_out_dir;
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int m_threads;
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#ifdef _WINDOWS
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CComPtr<IGraphBuilder> m_graph;
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CComPtr<IBaseFilter> m_src;
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#elif __linux__
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vector<GSPng::Worker*> m_workers;
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#endif
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public:
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GSCapture();
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virtual ~GSCapture();
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bool BeginCapture(float fps, GSVector2i recomendedResolution, float aspect);
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bool DeliverFrame(const void* bits, int pitch, bool rgba);
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bool EndCapture();
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bool IsCapturing() {return m_capturing;}
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GSVector2i GetSize() {return m_size;}
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};
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