texture dump hotkey (ctrl+d)
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@ -43,6 +43,6 @@
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[submodule "teakra"]
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path = externals/teakra
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url = https://github.com/wwylele/teakra.git
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[submodule "externals/lodepng/lodepng"]
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path = externals/lodepng/lodepng
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url = https://github.com/lvandeve/lodepng.git
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[submodule "lodepng"]
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path = externals/lodepng/lodepng
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url = https://github.com/lvandeve/lodepng.git
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@ -56,7 +56,7 @@ const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs> Config:
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// This must be in alphabetical order according to action name as it must have the same order as
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// UISetting::values.shortcuts, which is alphabetically ordered.
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// clang-format off
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const std::array<UISettings::Shortcut, 19> default_hotkeys{
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const std::array<UISettings::Shortcut, 20> default_hotkeys{
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{{QStringLiteral("Advance Frame"), QStringLiteral("Main Window"), {QStringLiteral("\\"), Qt::ApplicationShortcut}},
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{QStringLiteral("Capture Screenshot"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+P"), Qt::ApplicationShortcut}},
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{QStringLiteral("Continue/Pause Emulation"), QStringLiteral("Main Window"), {QStringLiteral("F4"), Qt::WindowShortcut}},
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@ -75,7 +75,8 @@ const std::array<UISettings::Shortcut, 19> default_hotkeys{
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{QStringLiteral("Toggle Frame Advancing"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+A"), Qt::ApplicationShortcut}},
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{QStringLiteral("Toggle Screen Layout"), QStringLiteral("Main Window"), {QStringLiteral("F10"), Qt::WindowShortcut}},
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{QStringLiteral("Toggle Speed Limit"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+Z"), Qt::ApplicationShortcut}},
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{QStringLiteral("Toggle Status Bar"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+S"), Qt::WindowShortcut}}}};
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{QStringLiteral("Toggle Status Bar"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+S"), Qt::WindowShortcut}},
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{QStringLiteral("Toggle Texture Dumping"), QStringLiteral("Main Window"), {QStringLiteral("Ctrl+D"), Qt::ApplicationShortcut}}}};
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// clang-format on
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void Config::ReadValues() {
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@ -428,8 +428,11 @@ void GMainWindow::InitializeHotkeys() {
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Settings::values.use_frame_limit = !Settings::values.use_frame_limit;
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UpdateStatusBar();
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});
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// We use "static" here in order to avoid capturing by lambda due to a MSVC bug, which makes the
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// variable hold a garbage value after this function exits
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connect(hotkey_registry.GetHotkey("Main Window", "Toggle Texture Dumping", this),
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&QShortcut::activated, this,
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[&] { Settings::values.dump_textures = !Settings::values.dump_textures; });
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// We use "static" here in order to avoid capturing by lambda due to a MSVC bug, which makes
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// the variable hold a garbage value after this function exits
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static constexpr u16 SPEED_LIMIT_STEP = 5;
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connect(hotkey_registry.GetHotkey("Main Window", "Increase Speed Limit", this),
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&QShortcut::activated, this, [&] {
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@ -46,6 +46,7 @@
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#define SHADER_DIR "shaders"
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#define DUMP_DIR "dump"
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#define LOAD_DIR "load"
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#define SHADER_DIR "shaders"
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// Filenames
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// Files in the directory returned by GetUserPath(UserPath::LogDir)
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@ -917,11 +917,21 @@ void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
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std::vector<u8> decoded_texture;
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decoded_texture.resize(width * height * 4);
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glBindTexture(GL_TEXTURE_2D, target_tex);
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if (GLES)
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GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
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&decoded_texture[0]);
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else
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded_texture[0]);
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/*
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GetTexImageOES is used even if not using OpenGL ES to work around a small issue that
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happens if using custom textures with texture dumping at the same.
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Let's say there's 2 textures that are both 32x32 and one of them gets replaced with a
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higher quality 256x256 texture. If the 256x256 texture is displayed first and the 32x32
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texture gets uploaded to the same underlying OpenGL texture, the 32x32 texture will
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appear in the corner of the 256x256 texture.
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If texture dumping is enabled and the 32x32 is undumped, Citra will attempt to dump it.
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Since the underlying OpenGL texture is still 256x256, Citra crashes because it thinks the
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texture is only 32x32.
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GetTexImageOES conveniently only dumps the specified region, and works on both
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desktop and ES.
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*/
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GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
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&decoded_texture[0]);
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glBindTexture(GL_TEXTURE_2D, 0);
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Common::FlipRGBA8Texture(decoded_texture, width, height);
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if (!image_interface->EncodePNG(dump_path, decoded_texture, width, height))
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