Create capture surface only on request.
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d5f7f243d5
commit
58a1d91ea3
@ -772,34 +772,37 @@ namespace bgfx
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void capturePostReset()
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{
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ID3D11Texture2D* backBuffer;
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DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
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D3D11_TEXTURE2D_DESC backBufferDesc;
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backBuffer->GetDesc(&backBufferDesc);
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D3D11_TEXTURE2D_DESC desc;
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memcpy(&desc, &backBufferDesc, sizeof(desc) );
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
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if (SUCCEEDED(hr) )
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if (m_flags&BGFX_RESET_CAPTURE)
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{
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if (backBufferDesc.SampleDesc.Count != 1)
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ID3D11Texture2D* backBuffer;
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DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
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D3D11_TEXTURE2D_DESC backBufferDesc;
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backBuffer->GetDesc(&backBufferDesc);
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D3D11_TEXTURE2D_DESC desc;
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memcpy(&desc, &backBufferDesc, sizeof(desc) );
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
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if (SUCCEEDED(hr) )
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{
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.CPUAccessFlags = 0;
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m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
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if (backBufferDesc.SampleDesc.Count != 1)
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{
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.CPUAccessFlags = 0;
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m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
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}
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g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
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}
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g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
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DX_RELEASE(backBuffer, 0);
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}
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DX_RELEASE(backBuffer, 0);
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}
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void capturePreReset()
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@ -815,29 +818,32 @@ namespace bgfx
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void capture()
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{
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ID3D11Texture2D* backBuffer;
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DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
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DXGI_MODE_DESC& desc = m_scd.BufferDesc;
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if (NULL == m_captureResolve)
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if (NULL != m_captureTexture)
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{
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m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
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ID3D11Texture2D* backBuffer;
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DX_CHECK(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer) );
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DXGI_MODE_DESC& desc = m_scd.BufferDesc;
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if (NULL == m_captureResolve)
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{
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m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
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}
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else
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{
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m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
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m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
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}
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D3D11_MAPPED_SUBRESOURCE mapped;
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DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
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g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
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m_deviceCtx->Unmap(m_captureTexture, 0);
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DX_RELEASE(backBuffer, 0);
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}
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else
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{
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m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, desc.Format);
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m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
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}
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D3D11_MAPPED_SUBRESOURCE mapped;
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DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
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g_callback->captureFrame(mapped.pData, desc.Height*mapped.RowPitch);
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m_deviceCtx->Unmap(m_captureTexture, 0);
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DX_RELEASE(backBuffer, 0);
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}
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void saveScreenShot(Memory* _mem)
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