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Emulator Issues #6779

closed

Screenshots nonfunctional in D3D

Added by NeoBrainX over 10 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
Windows
Issue type:
Bug
Milestone:
Current
Regression:
Yes
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Revision 82729fcc8f7e disabled screenshots because people felt VS13 compatibility was more important than feature parity with the VS10 build.

In particular, this affects D3D's Render.cpp at Renderer::SaveScreenshot, which currently has the PD3DX11SaveTextureToFileA call commented out.

Actions #1

Updated by parlane over 10 years ago

Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.
Note Instead of using this function, we recommend that you use the DirectXTex library, CaptureTexture then SaveToXXXFile (where XXX is WIC, DDS, or TGA; WIC doesn't support DDS and TGA; D3DX 9 supported TGA as a common art source format for games). For the simplified scenario of creating a screen shot from a render target texture, we recommend that you use the DirectXTK library, SaveDDSTextureToFile or SaveWICTextureToFile.

Actions #2

Updated by NeoBrainX over 10 years ago

And it should be noted that DXTK cannot be used due to license issues ( http://www.gnu.org/licenses/license-list.html#ms-pl ).

WIC can be regarded as a system library IMO since it's available by default since Vista. However, it's not available in Windows XP afaik. And we yet have not dropped XP support, have we?

Actions #3

Updated by degasus over 10 years ago

we've dropped xp support for our d3d backend, is that enough?

Actions #4

Updated by NeoBrainX over 10 years ago

I'm not sure how hard it is to load WIC dynamically.

But yes, I hadn't thought of that :p If we can load WIC dynamically it should be fine.

Actions #5

Updated by parlane over 10 years ago

  • Status changed from New to Fixed

This issue was closed by revision 7e9b970240ec.

Actions #6

Updated by comexk over 10 years ago

Uh, I thought I already committed a patch which unified the handling between D3D and OGL, using wx to save as OGL currently does. I've been out of town so I don't remember what happened to it (reverted? committed on a branch by mistake?), but there is no reason for the functionality of "save buffer to image file" to be renderer dependent.

Actions #7

Updated by NeoBrainX over 10 years ago

comexk: Cf. revision 0b02880b7699b8049be0ae64ff1461a792a9bf9b .

Actions #8

Updated by comexk over 10 years ago

That change consisted almost entirely of moving things around, and this change is worse. Why not fix it instead of reverting it?

Actions #9

Updated by comexk over 10 years ago

(It's relatively hard for me to test D3D11, since it doesn't work in VMware, but when I have time I'll fix it and revert this.)

Actions #10

Updated by skidau over 10 years ago

This issue was closed by revision 7cd536b61f61.

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