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.
This commit is contained in:
bicarus
2026-08-18 00:22:45 -07:00
committed by GitHub
parent 3863d5a4ed
commit 8b2f38307b
209 changed files with 87027 additions and 1065 deletions
+6 -4
View File
@@ -12,8 +12,6 @@
#include <dwmapi.h>
#endif
#include "external/toojpeg/toojpeg.h"
// order must match spice2x_AutoOrientation UI enum order
enum graphics_orientation {
ORIENTATION_CW = 0,
@@ -140,12 +138,16 @@ void graphics_screens_get(std::vector<int> &screens);
void graphics_poll_screenshot_hotkey();
void graphics_screenshot_trigger();
bool graphics_screenshot_consume();
inline constexpr size_t GRAPHICS_CAPTURE_SCREEN_NO = 4;
void graphics_capture_trigger(int screen);
bool graphics_capture_consume(int *screen);
void graphics_capture_enqueue(int screen, uint8_t *data, size_t width, size_t height);
void graphics_capture_skip(int screen);
bool graphics_capture_receive_jpeg(int screen, TooJpeg::WRITE_ONE_BYTE receiver,
bool rgb = true, int quality = 80, bool downsample = true, int divide = 0,
// on success `out` holds the encoded JPEG; its storage is reused across calls
bool graphics_capture_receive_jpeg(int screen, std::vector<uint8_t> &out,
int quality = 80, int divide = 0,
uint64_t *timestamp = nullptr,
int *width = nullptr, int *height = nullptr);
// the returned path is for screen 0; any extra screens only reserve their suffixed names