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.
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2026-06-30 17:45:23 -07:00
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2025-06-25 01:03:39 -07:00









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spice2x

Overview

spice2x is a continuation of SpiceTools project. Original development of SpiceTools has stalled in 2022; spice2x is led by a new group of developers.

spice2x team does not provide any tools to circumvent software copy protection, nor distribute any copyright-protected game data.

Features

List of supported games

How do I set up game data & start playing?

By policy,

  • we do NOT provide links on where to acquire game data
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  • we do NOT provide guides on setting up & basic troubleshooting

please do not ask for these, as it will never happen here.

Submitting to the Issue Tracker

Please file bugs if you find them! If you just complain about something in Discord servers, we can't see them, so they'll never be fixed.

Rules for filing a new issue or adding comments to existing issues in the tracker:

  • Low effort submissions will be simply deleted, and repeated attempts will get you banned.
  • Check the known issues page first before reporting a new issue. If you have some new information or workarounds for a known issue, you can file a documentation bug as well.
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Contributing

We encourage the community to submit bugs and suggestions via the issue tracker, and to contribute code changes by opening pull requests

If you want to resolve any reported (or not reported) bugs, implement features, add support for new games, or fix a known issue - feel free to reach out via the Issue tracker or by opening a Pull Request. All submitted code is assumed to be GPLv3 compliant.

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Please see CONTRIBUTING page for a full list of guidelines when submitting code.

Additional information

Please read README.md inside src/spice2x.

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Description
spice2x w/ nixac patches
Readme GPL-3.0
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