graphics: rewrite screenshot and api capture image processing (#870)
## Link to GitHub Issue or related Pull Request, if one exists #0 ## Description of change Significantly speeds up API screen capture and D3D9 screenshots saving. Two reasons for doing this: 1. We now have a 4K game (GITADORA) and existing capture code was taking multiple seconds. 2. Renewed user interest on streaming as we have a couple more companion apps in active development. **API screen capture (streaming), 1280x720:** 14.3ms -> 6.3ms per frame. Back buffer copies go to pooled `D3DPOOL_SYSTEMMEM` surfaces via `GetRenderTargetData` instead of allocating a lockable render target every frame, and TooJpeg is replaced with libjpeg-turbo (encode 9.8ms -> 3.0ms). MSAA remains unsupported **Screenshots for GITADORA arena model, across 4 screens with one of them 4K**: 4068ms -> 124ms. `D3DXSaveSurfaceToFileA` is replaced with fpng (encode 4043ms -> 76ms) and the screens encode in parallel. Dropping D3DX also removes the `d3dx9_43.dll` ... `d3dx9_24.dll` probing loop, so screenshots no longer fail outright on machines with no D3DX9 runtime installed. Screenshot surfaces are read on the present thread, so no D3D call reaches another thread for screenshots. This fixes a hang in DDR X2 introduced earlier in the branch: its device has no internal locking, and reading the surface on a pool thread while the present thread sat inside `GetRenderTargetData` left the game's own render thread deadlocked. ## Testing - **GITADORA** (arena model, D3D9Ex, 4K main plus three subscreens, windowed) with `-screenshotsub`: three sets of four screenshots, images verified correct. Completion order differs between sets, so the screens really are encoding in parallel. - **LovePlus** (KLP, plain D3D9, 768x1360): covers the inline path used by games whose image processing must not leave the present thread. - **API screen capture** through a companion app: live video correct throughout. - **Print Screen** bound as the screenshot key: the clipboard copy succeeded on every shot. - Quitting the game after capturing leaves no `IDirect3DDevice9` reference count warning, so the pooled readback surfaces are released along with the device.
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// fpng.h - unlicense (see end of fpng.cpp)
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#pragma once
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#include <stdlib.h>
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#include <stdint.h>
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#include <vector>
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#ifndef FPNG_TRAIN_HUFFMAN_TABLES
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// Set to 1 when using the -t (training) option in fpng_test to generate new opaque/alpha Huffman tables for the single pass encoder.
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#define FPNG_TRAIN_HUFFMAN_TABLES (0)
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#endif
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namespace fpng
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{
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// ---- Library initialization - call once to identify if the processor supports SSE.
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// Otherwise you'll only get scalar fallbacks.
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void fpng_init();
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// ---- Useful Utilities
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// Returns true if the CPU supports SSE 4.1, and SSE support wasn't disabled by setting FPNG_NO_SSE=1.
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// fpng_init() must have been called first, or it'll assert and return false.
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bool fpng_cpu_supports_sse41();
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// Fast CRC-32 SSE4.1+pclmul or a scalar fallback (slice by 4)
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const uint32_t FPNG_CRC32_INIT = 0;
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uint32_t fpng_crc32(const void* pData, size_t size, uint32_t prev_crc32 = FPNG_CRC32_INIT);
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// Fast Adler32 SSE4.1 Adler-32 with a scalar fallback.
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const uint32_t FPNG_ADLER32_INIT = 1;
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uint32_t fpng_adler32(const void* pData, size_t size, uint32_t adler = FPNG_ADLER32_INIT);
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// ---- Compression
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enum
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{
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// Enables computing custom Huffman tables for each file, instead of using the custom global tables.
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// Results in roughly 6% smaller files on average, but compression is around 40% slower.
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FPNG_ENCODE_SLOWER = 1,
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// Only use raw Deflate blocks (no compression at all). Intended for testing.
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FPNG_FORCE_UNCOMPRESSED = 2,
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};
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// Fast PNG encoding. The resulting file can be decoded either using a standard PNG decoder or by the fpng_decode_memory() function below.
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// pImage: pointer to RGB or RGBA image pixels, R first in memory, B/A last.
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// w/h - image dimensions. Image's row pitch in bytes must is w*num_chans.
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// num_chans must be 3 or 4.
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bool fpng_encode_image_to_memory(const void* pImage, uint32_t w, uint32_t h, uint32_t num_chans, std::vector<uint8_t>& out_buf, uint32_t flags = 0);
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#ifndef FPNG_NO_STDIO
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// Fast PNG encoding to the specified file.
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bool fpng_encode_image_to_file(const char* pFilename, const void* pImage, uint32_t w, uint32_t h, uint32_t num_chans, uint32_t flags = 0);
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#endif
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// ---- Decompression
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enum
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{
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FPNG_DECODE_SUCCESS = 0, // file is a valid PNG file and written by FPNG and the decode succeeded
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FPNG_DECODE_NOT_FPNG, // file is a valid PNG file, but it wasn't written by FPNG so you should try decoding it with a general purpose PNG decoder
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FPNG_DECODE_INVALID_ARG, // invalid function parameter
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FPNG_DECODE_FAILED_NOT_PNG, // file cannot be a PNG file
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FPNG_DECODE_FAILED_HEADER_CRC32, // a chunk CRC32 check failed, file is likely corrupted or not PNG
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FPNG_DECODE_FAILED_INVALID_DIMENSIONS, // invalid image dimensions in IHDR chunk (0 or too large)
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FPNG_DECODE_FAILED_DIMENSIONS_TOO_LARGE, // decoding the file fully into memory would likely require too much memory (only on 32bpp builds)
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FPNG_DECODE_FAILED_CHUNK_PARSING, // failed while parsing the chunk headers, or file is corrupted
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FPNG_DECODE_FAILED_INVALID_IDAT, // IDAT data length is too small and cannot be valid, file is either corrupted or it's a bug
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// fpng_decode_file() specific errors
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FPNG_DECODE_FILE_OPEN_FAILED,
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FPNG_DECODE_FILE_TOO_LARGE,
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FPNG_DECODE_FILE_READ_FAILED,
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FPNG_DECODE_FILE_SEEK_FAILED
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};
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// Fast PNG decoding of files ONLY created by fpng_encode_image_to_memory() or fpng_encode_image_to_file().
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// If fpng_get_info() or fpng_decode_memory() returns FPNG_DECODE_NOT_FPNG, you should decode the PNG by falling back to a general purpose decoder.
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//
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// fpng_get_info() parses the PNG header and iterates through all chunks to determine if it's a file written by FPNG, but does not decompress the actual image data so it's relatively fast.
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//
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// pImage, image_size: Pointer to PNG image data and its size
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// width, height: output image's dimensions
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// channels_in_file: will be 3 or 4
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//
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// Returns FPNG_DECODE_SUCCESS on success, otherwise one of the failure codes above.
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// If FPNG_DECODE_NOT_FPNG is returned, you must decompress the file with a general purpose PNG decoder.
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// If another error occurs, the file is likely corrupted or invalid, but you can still try to decompress the file with another decoder (which will likely fail).
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int fpng_get_info(const void* pImage, uint32_t image_size, uint32_t& width, uint32_t& height, uint32_t& channels_in_file);
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// fpng_decode_memory() decompresses 24/32bpp PNG files ONLY encoded by this module.
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// If the image was written by FPNG, it will decompress the image data, otherwise it will return FPNG_DECODE_NOT_FPNG in which case you should fall back to a general purpose PNG decoder (lodepng, stb_image, libpng, etc.)
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//
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// pImage, image_size: Pointer to PNG image data and its size
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// out: Output 24/32bpp image buffer
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// width, height: output image's dimensions
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// channels_in_file: will be 3 or 4
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// desired_channels: must be 3 or 4
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//
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// If the image is 24bpp and 32bpp is requested, the alpha values will be set to 0xFF.
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// If the image is 32bpp and 24bpp is requested, the alpha values will be discarded.
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//
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// Returns FPNG_DECODE_SUCCESS on success, otherwise one of the failure codes above.
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// If FPNG_DECODE_NOT_FPNG is returned, you must decompress the file with a general purpose PNG decoder.
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// If another error occurs, the file is likely corrupted or invalid, but you can still try to decompress the file with another decoder (which will likely fail).
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int fpng_decode_memory(const void* pImage, uint32_t image_size, std::vector<uint8_t>& out, uint32_t& width, uint32_t& height, uint32_t& channels_in_file, uint32_t desired_channels);
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#ifndef FPNG_NO_STDIO
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int fpng_decode_file(const char* pFilename, std::vector<uint8_t>& out, uint32_t& width, uint32_t& height, uint32_t& channels_in_file, uint32_t desired_channels);
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#endif
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// ---- Internal API used for Huffman table training purposes
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#if FPNG_TRAIN_HUFFMAN_TABLES
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const uint32_t HUFF_COUNTS_SIZE = 288;
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extern uint64_t g_huff_counts[HUFF_COUNTS_SIZE];
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bool create_dynamic_block_prefix(uint64_t* pFreq, uint32_t num_chans, std::vector<uint8_t>& prefix, uint64_t& bit_buf, int& bit_buf_size, uint32_t *pCodes, uint8_t *pCodesizes);
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#endif
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} // namespace fpng
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