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https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Cleanup display vs. output screenshot terminology.
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parent
fa0e88f1b7
commit
4d0c457ddc
15 changed files with 24 additions and 21 deletions
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@ -643,7 +643,7 @@ namespace SaveState
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break;
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case SAVESTATE_SAVE_SCREENSHOT:
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callbackResult = TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER);
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callbackResult = TakeGameScreenshot(op.filename.c_str(), SCREENSHOT_JPG, SCREENSHOT_DISPLAY);
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if (!callbackResult) {
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ERROR_LOG(COMMON, "Failed to take a screenshot for the savestate! %s", op.filename.c_str());
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}
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@ -221,9 +221,9 @@ bool TakeGameScreenshot(const char *filename, ScreenshotFormat fmt, ScreenshotTy
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u32 w = (u32)-1;
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u32 h = (u32)-1;
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if (type == SCREENSHOT_RENDER) {
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if (type == SCREENSHOT_DISPLAY || type == SCREENSHOT_RENDER) {
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if (gpuDebug) {
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success = gpuDebug->GetCurrentFramebuffer(buf, GPU_DBG_FRAMEBUF_DISPLAY, maxRes);
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success = gpuDebug->GetCurrentFramebuffer(buf, type == SCREENSHOT_RENDER ? GPU_DBG_FRAMEBUF_RENDER : GPU_DBG_FRAMEBUF_DISPLAY, maxRes);
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}
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// Only crop to the top left when using a render screenshot.
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@ -231,10 +231,10 @@ bool TakeGameScreenshot(const char *filename, ScreenshotFormat fmt, ScreenshotTy
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h = maxRes > 0 ? 272 * maxRes : PSP_CoreParameter().renderHeight;
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} else {
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if (GetGPUBackend() == GPUBackend::OPENGL) {
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success = GPU_GLES::GetDisplayFramebuffer(buf);
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success = GPU_GLES::GetOutputFramebuffer(buf);
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#ifdef _WIN32
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} else if (GetGPUBackend() == GPUBackend::DIRECT3D9) {
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success = DX9::GPU_DX9::GetDisplayFramebuffer(buf);
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success = DX9::GPU_DX9::GetOutputFramebuffer(buf);
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#endif
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}
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}
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@ -25,9 +25,12 @@ enum ScreenshotFormat {
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};
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enum ScreenshotType {
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// What's begin show on screen (e.g. including FPS, etc.)
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// What's being show on screen (e.g. including FPS, etc.)
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SCREENSHOT_OUTPUT,
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// What the game rendered (e.g. at render resolution) to the display.
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// Can only be used while in game.
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SCREENSHOT_DISPLAY,
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// What the game rendered (e.g. at render resolution.)
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// What the game is in-progress rendering now.
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// Can only be used while in game.
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SCREENSHOT_RENDER,
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};
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@ -1358,7 +1358,7 @@ namespace DX9 {
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return success;
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}
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bool FramebufferManagerDX9::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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fbo_unbind();
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LPDIRECT3DSURFACE9 renderTarget = nullptr;
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@ -85,7 +85,7 @@ public:
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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@ -2251,8 +2251,8 @@ bool GPU_DX9::GetCurrentClut(GPUDebugBuffer &buffer) {
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return textureCache_.GetCurrentClutBuffer(buffer);
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}
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bool GPU_DX9::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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return FramebufferManagerDX9::GetDisplayFramebuffer(buffer);
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bool GPU_DX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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return FramebufferManagerDX9::GetOutputFramebuffer(buffer);
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}
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bool GPU_DX9::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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@ -81,7 +81,7 @@ public:
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
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bool GetCurrentClut(GPUDebugBuffer &buffer) override;
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
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typedef void (GPU_DX9::*CmdFunc)(u32 op, u32 diff);
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@ -2016,7 +2016,7 @@ bool FramebufferManager::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferF
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return true;
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}
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bool FramebufferManager::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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bool FramebufferManager::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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fbo_unbind_read();
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int pw = PSP_CoreParameter().pixelWidth;
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@ -111,7 +111,7 @@ public:
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bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer, int maxRes);
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bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer);
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bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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@ -2482,8 +2482,8 @@ bool GPU_GLES::GetCurrentClut(GPUDebugBuffer &buffer) {
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return textureCache_.GetCurrentClutBuffer(buffer);
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}
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bool GPU_GLES::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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return FramebufferManager::GetDisplayFramebuffer(buffer);
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bool GPU_GLES::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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return FramebufferManager::GetOutputFramebuffer(buffer);
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}
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bool GPU_GLES::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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@ -86,7 +86,7 @@ public:
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
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bool GetCurrentClut(GPUDebugBuffer &buffer) override;
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
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bool DescribeCodePtr(const u8 *ptr, std::string &name) override;
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@ -1624,7 +1624,7 @@ bool FramebufferManagerVulkan::GetFramebuffer(u32 fb_address, int fb_stride, GEB
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return false;
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}
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bool FramebufferManagerVulkan::GetDisplayFramebuffer(GPUDebugBuffer &buffer) {
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bool FramebufferManagerVulkan::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
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// TODO: Doing this synchronously will require stalling the pipeline. Maybe better
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// to do it callback-style?
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/*
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@ -127,7 +127,7 @@ public:
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bool GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat format, GPUDebugBuffer &buffer);
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bool GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer);
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bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
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static bool GetDisplayFramebuffer(GPUDebugBuffer &buffer);
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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@ -673,7 +673,7 @@ void TakeScreenshot() {
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i++;
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}
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bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? SCREENSHOT_PNG : SCREENSHOT_JPG, SCREENSHOT_DISPLAY);
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bool success = TakeGameScreenshot(filename, g_Config.bScreenshotsAsPNG ? SCREENSHOT_PNG : SCREENSHOT_JPG, SCREENSHOT_OUTPUT);
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if (success) {
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osm.Show(filename);
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} else {
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@ -236,7 +236,7 @@ void ReportScreen::CreateViews() {
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}
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screenshotFilename_ = path + ".reporting.jpg";
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int shotWidth = 0, shotHeight = 0;
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if (TakeGameScreenshot(screenshotFilename_.c_str(), SCREENSHOT_JPG, SCREENSHOT_RENDER, &shotWidth, &shotHeight, 4)) {
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if (TakeGameScreenshot(screenshotFilename_.c_str(), SCREENSHOT_JPG, SCREENSHOT_DISPLAY, &shotWidth, &shotHeight, 4)) {
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float scale = 340.0f * (1.0f / g_dpi_scale) * (1.0f / shotHeight);
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leftColumnItems->Add(new CheckBox(&includeScreenshot_, rp->T("FeedbackIncludeScreen", "Include a screenshot")))->SetEnabledPtr(&enableReporting_);
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screenshot_ = leftColumnItems->Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, nullptr, new LinearLayoutParams(shotWidth * scale, shotHeight * scale, Margins(12, 0))));
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