コード例 #1
0
HRESULT RSManager::redirectSetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) {

	if(dumpingFrame) {
		IDirect3DSurface9* rt;
		d3ddev->GetRenderTarget(RenderTargetIndex, &rt);
		if(rt) {
			dumpSurface(format("framedump_preswitch%03u_target%d_pointer%p", renderTargetSwitches, RenderTargetIndex, rt).c_str(), rt);
		}
		SAFERELEASE(rt);
	}

	HRESULT hr = plugin->redirectSetRenderTarget(RenderTargetIndex, pRenderTarget);
	renderTargetSwitches++;

	if(dumpingFrame) {
		IDirect3DSurface9* rt;
		d3ddev->GetRenderTarget(RenderTargetIndex, &rt);
		if(rt) {
			dumpSurface(format("framedump_postswitch%03u_target%d_pointer%p", renderTargetSwitches, RenderTargetIndex, rt).c_str(), rt);
		}
		SAFERELEASE(rt);
	}

	return hr;
}
コード例 #2
0
ファイル: TextTexture.cpp プロジェクト: pelyot/Amicale-TD
Point TextTexture::load(const TextLabelInfo &ti)
{
    m_ti = ti;
    TTF_Font *font = TTF_OpenFont(ti.fontName.c_str(), ti.fontSize);
    if(!font)
    {
	std::cerr << "Could not load font \"" << ti.fontName <<"\" : "<< TTF_GetError() <<std::endl;
	exit(-1);
    }
    SDL_Color c = {ti.color.r(), ti.color.g(), ti.color.b(), ti.color.a() };
    SDL_Surface * pictureSurface = NULL;
    pictureSurface = TTF_RenderText_Blended(font, ti.text.c_str(), c);
    if(pictureSurface == NULL)
    {
        std::cerr<<"Could not render text : "<<TTF_GetError()<<std::endl;
	exit(-1);
    }
    dumpSurface(pictureSurface);
    TTF_CloseFont(font);

    SDL_Surface * convertedSurface = NULL;
    //First convert the texture to a format that is more suitable for openGL loading
    convertedSurface = Texture::convertSurface(pictureSurface);

    //this texture is not needed any more
    SDL_FreeSurface(pictureSurface);

    //then create a texture form the surface
    surfaceToTexture(convertedSurface);

    //get the size of the surface before deleting it
    Point textureSize(convertedSurface->w, convertedSurface->h);
    SDL_FreeSurface(convertedSurface);
    return textureSize;
}
コード例 #3
0
ファイル: RenderstateManager.cpp プロジェクト: PeterTh/dsfix
void RSManager::finishHudRendering() {
	SDLOG(2, "FinishHudRendering\n");
	if(takeScreenshot) dumpSurface("HUD_end", rgbaBuffer1Surf);
	d3ddev->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
	d3ddev->SetRenderTarget(0, prevRenderTarget);
	onHudRT = false;
	// draw HUD to screen
	storeRenderState();
	hud->go(rgbaBuffer1Tex, prevRenderTarget);
	restoreRenderState();
}
コード例 #4
0
void RSManager::prePresent(bool doNotFlip) {
	if(dumpingFrame) {
		dumpSurface("framedump_prePresent", backBuffers[0]);
		SDLOG(0, "============================================\nFinished dumping frame.\n");
		Settings::get().restoreLogLevel();
		dumpingFrame = false;
	}

	// downsample offscreen backbuffer to screen
	if(downsampling) {
		storeRenderState();
		d3ddev->BeginScene();
		plugin->preDownsample(backBuffers[0]);
		SDLOG(2, "Scaling fake backbuffer (%p)\n", backBuffers[0]);
		IDirect3DSurface9* realBackBuffer;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &realBackBuffer);
		SDLOG(2, "- to backbuffer %p\n", realBackBuffer);
		scaler->go(backBufferTextures[0], realBackBuffer);
		realBackBuffer->Release();
		SDLOG(2, "- scaling complete!\n");
		d3ddev->EndScene();
		if(takeScreenshot == SCREENSHOT_STANDARD) {
			takeScreenshot = SCREENSHOT_NONE;
			captureRTScreen();
		}
		
		if(swapEffect == SWAP_FLIP && Settings::get().getEmulateFlipBehaviour() && !doNotFlip) {
			d3ddev->StretchRect(backBuffers[0], NULL, extraBuffer->getSurf(), NULL, D3DTEXF_NONE);
			for(unsigned bb=0; bb<numBackBuffers; ++bb) {
				d3ddev->StretchRect(backBuffers[bb+1], NULL, backBuffers[bb], NULL, D3DTEXF_NONE);
			}
			d3ddev->StretchRect(extraBuffer->getSurf(), NULL, backBuffers[numBackBuffers-1], NULL, D3DTEXF_NONE);
			SDLOG(2, "Advanced flip queue\n");
		} else {
			SDLOG(2, "Not \"flipping\" backbuffers\n");
		}
		restoreRenderState();
	}
	else {
		storeRenderState();
		d3ddev->BeginScene();
		IDirect3DSurface9* bb = NULL;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &bb);
		if(dumpingFrame) {
			dumpSurface("framedump_preplugin", bb);
		}
		plugin->preDownsample(bb);
		if(dumpingFrame) {
			dumpSurface("framedump_postplugin", bb);
		}
		SAFERELEASE(bb);
		d3ddev->EndScene();
		restoreRenderState();
	}

	if(takeScreenshot == SCREENSHOT_FULL || takeScreenshot == SCREENSHOT_HUDLESS || (!downsampling && takeScreenshot == SCREENSHOT_STANDARD)) {
		storeRenderState();
		takeScreenshot = SCREENSHOT_NONE;
		if(downsampling) d3ddev->SetRenderTarget(0, backBuffers[0]);
		captureRTScreen("full resolution");
		restoreRenderState();
	}

	// Frame time measurements
	cpuFrameTimes.add(cpuFrameTimer.elapsed() / 1000.0);
	perfMonitor->end();
	frameTimeText->text = format("Frame times (avg/max):\n CPU: %6.2lf / %6.2lf ms\n GPU: %6.2f / %6.2lf ms\nVid mem. avail.: %4u MB", 
		cpuFrameTimes.get(), cpuFrameTimes.maximum(), perfMonitor->getCurrent(), perfMonitor->getMax(), d3ddev->GetAvailableTextureMem()/1024/1024);

	// Draw console
	if(console.needsDrawing()) {
		storeRenderState();
		d3ddev->BeginScene();
		IDirect3DSurface9* realBackBuffer;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &realBackBuffer);
		d3ddev->SetRenderTarget(0, realBackBuffer);
		console.draw();
		realBackBuffer->Release();
		d3ddev->EndScene();
		restoreRenderState();
	}
	
	// reset per-frame vars
	renderTargetSwitches = 0;
	plugin->prePresent();

	//////////////////////////////////////////// IO
	KeyActions::get().processIO();
	//////////////////////////////////////////// IO

	if(dumpingFrame) {
		Settings::get().elevateLogLevel(50);
		SDLOG(0, "============================================\nStarting frame dump.\n");
	}

	SDLOG(2, "Pre-present complete\n");
}
コード例 #5
0
void RSManager::dumpTexture(const char* name, IDirect3DTexture9* tex) {
	IDirect3DSurface9* surf = NULL;
	tex->GetSurfaceLevel(0, &surf);
	if(surf) dumpSurface(name, surf);
	SAFERELEASE(surf);
}
コード例 #6
0
void RSManagerDX9::prePresent(bool doNotFlip) {
	// downsample offscreen backbuffer to screen
	if(downsampling) {
		storeRenderState();
		d3ddev->BeginScene();
		// restore neutral state
		initStateBlock->Apply();
		// apply plugin actions if specified
		plugin->preDownsample(backBuffers[0]->getSurf());

		// actual scaling
		SDLOG(2, "Scaling fake backbuffer (%p)\n", backBuffers[0]);
		IDirect3DSurface9* realBackBuffer;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &realBackBuffer);
		SDLOG(2, "- to backbuffer %p\n", realBackBuffer);
		scaler->go(backBuffers[0]->getTex(), realBackBuffer);
		SDLOG(2, "- scaling complete!\n");
		// apply plugin actions if specified
		plugin->postDownsample(realBackBuffer);
		realBackBuffer->Release();

		// emulate flip queue behaviour exactly if required
		if(swapEffect == SWAP_FLIP && Settings::get().getEmulateFlipBehaviour() && !doNotFlip) {
			d3ddev->StretchRect(backBuffers[0]->getSurf(), NULL, extraBuffer->getSurf(), NULL, D3DTEXF_NONE);
			for(unsigned bb = 0; bb < numBackBuffers; ++bb) {
				d3ddev->StretchRect(backBuffers[bb + 1]->getSurf(), NULL, backBuffers[bb]->getSurf(), NULL, D3DTEXF_NONE);
			}
			d3ddev->StretchRect(extraBuffer->getSurf(), NULL, backBuffers[numBackBuffers - 1]->getSurf(), NULL, D3DTEXF_NONE);
			SDLOG(2, "Advanced flip queue\n");
		}
		else {
			SDLOG(2, "Not \"flipping\" backbuffers\n");
		}
		d3ddev->EndScene();
		restoreRenderState();
	}
	else {
		storeRenderState();
		d3ddev->BeginScene();
		IDirect3DSurface9* bb = NULL;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &bb);
		if(dumpingFrame) {
			dumpSurface("framedump_preplugin", bb);
		}
		plugin->preDownsample(bb);
		if(dumpingFrame) {
			dumpSurface("framedump_postplugin", bb);
		}
		SAFERELEASE(bb);
		d3ddev->EndScene();
		restoreRenderState();
	}

	// Stop dumping
	if(dumpingFrame) {
		if(downsampling) {
			dumpSurface("framedump_prePresent", backBuffers[0]->getSurf());
		}
		SDLOG(0, "============================================\nFinished dumping frame.\n");
		Settings::get().restoreLogLevel();
		dumpingFrame = false;
		console.add("Finished dumping frame.");
	}


	// Full-size screenshots
	if(takingScreenshot(SCREENSHOT_FULL) || takingScreenshot(SCREENSHOT_HUDLESS)) {
		storeRenderState();
		if(downsampling) d3ddev->SetRenderTarget(0, backBuffers[0]->getSurf());
		captureRTScreen("full resolution");
		restoreRenderState();
		tookScreenshot(SCREENSHOT_FULL);
		tookScreenshot(SCREENSHOT_HUDLESS);
	}
	
	// Draw console
	if(console.needsDrawing()) {
		storeRenderState();
		// restore neutral state
		initStateBlock->Apply();
		d3ddev->BeginScene();
		IDirect3DSurface9* realBackBuffer;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &realBackBuffer);
		if(realBackBuffer) d3ddev->SetRenderTarget(0, realBackBuffer);
		console.draw();
		if(realBackBuffer) realBackBuffer->Release();
		d3ddev->EndScene();
		restoreRenderState();
	}

	// Normal screenshots
	if(takingScreenshot(SCREENSHOT_STANDARD)) {
		storeRenderState();
		IDirect3DSurface9* realBackBuffer = NULL;
		d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &realBackBuffer);
		if(realBackBuffer) d3ddev->SetRenderTarget(0, realBackBuffer);
		captureRTScreen();
		SAFERELEASE(realBackBuffer);
		restoreRenderState();
		if(realBackBuffer) realBackBuffer->Release();
		tookScreenshot(SCREENSHOT_STANDARD);
	}

	// reset per-frame vars
	renderTargetSwitches = 0;
	plugin->prePresent();

	//////////////////////////////////////////// IO
	KeyActions::get().processIO();
	//////////////////////////////////////////// IO

	if(dumpingFrame) {
		Settings::get().elevateLogLevel(50);
		SDLOG(0, "============================================\nStarting frame dump.\n");
	}

	SDLOG(2, "Pre-present complete\n");
}