## 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 is the GitHub page for code development. If you just want to download the latest spice2x EXE, visit the homepage instead:
🌶️🌶️ https://spice2x.github.io/ 🌶️🌶️
If you have problems, read Known Issues (FAQ) wiki page first, most of your questions are already answered.
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.
How do I set up game data & start playing?
By policy,
- we do NOT provide links on where to acquire game data
- we do NOT provide tools or instructions on decrypting data
- 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.
- Use the search function and see if there is an existing issue.
- This is not the place to obtain a guide or receive basic troubleshooting.
- Don't file a bug demanding game XYZ to be supported.
- Do not upload game data - any part of it, XML files included!
- Do not mention or link to external websites that distribute game data!
- Do not link to external websites that provide guides on how to run games!
New GitHub accounts are prevented from creating new issues to prevent spam. Maintainers of this project reserve the right to close or delete any issues that violate the rules above, or any low effort issues. If you ask for very basic troubleshooting help with setting up a game, we'll just delete them without warning.
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.
We explicitly do NOT have a Discord server for dicussions - we try to do everything out in the open on this GitHub repo. That being said we haven't opened a Discussions tab here because we know it's going to be immediately filled with support requests.
Please see CONTRIBUTING page for a full list of guidelines when submitting code.
Additional information
Please read README.md inside src/spice2x.