Commit Graph
4 Commits
Author SHA1 Message Date
bicarusandGitHub 8b2f38307b 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.
2026-08-18 00:22:45 -07:00
bicarus-devandGitHub e0530fedad build: update fmt library to 12.1.0 (#449) 2025-12-14 14:36:38 -08:00
bicarus-devandGitHub 4c215aa5bb Fix last character being truncated in clipboard::copy_text due to off-by-one error (#262)
## Link to GitHub Issue, if one exists
n/a, user reported

## Description of change
When copying text to clipboard, the last character was being dropped due
to incorrect string buffer size calculation.

Also, clean up callers to just pass std:string by reference instead of
going back and forth between C-style strings.

Lastly, fix `git archive` in `build_all.sh` which broke after github
migration.

## Compiling
Yes

## Testing
Tested all three callers - IIDX cam hook, scard reader in Cards tab, and
patch manager datecode.
2025-03-15 22:54:13 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00