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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/*
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* jpegapicomp.h
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*
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* Copyright (C) 2010, 2020, D. R. Commander.
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* For conditions of distribution and use, see the accompanying README.ijg
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* file.
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*
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* JPEG compatibility macros
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* These declarations are considered internal to the JPEG library; most
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* applications using the library shouldn't need to include this file.
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*/
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#if JPEG_LIB_VERSION >= 70
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#define _DCT_scaled_size DCT_h_scaled_size
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#define _DCT_h_scaled_size DCT_h_scaled_size
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#define _DCT_v_scaled_size DCT_v_scaled_size
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#define _min_DCT_scaled_size min_DCT_h_scaled_size
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#define _min_DCT_h_scaled_size min_DCT_h_scaled_size
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#define _min_DCT_v_scaled_size min_DCT_v_scaled_size
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#define _jpeg_width jpeg_width
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#define _jpeg_height jpeg_height
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#define JERR_ARITH_NOTIMPL JERR_NOT_COMPILED
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#else
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#define _DCT_scaled_size DCT_scaled_size
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#define _DCT_h_scaled_size DCT_scaled_size
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#define _DCT_v_scaled_size DCT_scaled_size
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#define _min_DCT_scaled_size min_DCT_scaled_size
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#define _min_DCT_h_scaled_size min_DCT_scaled_size
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#define _min_DCT_v_scaled_size min_DCT_scaled_size
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#define _jpeg_width image_width
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#define _jpeg_height image_height
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#endif
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