Files
OpenEmuKit/Source/ScreenShot.swift
2022-08-04 07:52:59 +10:00

84 lines
3.7 KiB
Swift

// Copyright (c) 2022, OpenEmu Team
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the OpenEmu Team nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY OpenEmu Team ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL OpenEmu Team BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
import Foundation
import OpenEmuShaders
import CoreImage
import CoreGraphics
public class Screenshot {
let ss: OpenEmuShaders.Screenshot
let commandQueue: MTLCommandQueue
public init(device: MTLDevice) {
ss = .init(device: device)
commandQueue = device.makeCommandQueue()!
}
/// Returns a raw image from the GameRenderer.
///
/// The image dimensions are equal to the source pixel
/// buffer and therefore not aspect corrected.
func getCGImageFromGameRenderer(_ f: GameRenderer, flippedVertically: Bool) -> CGImage {
guard let commandBuffer = commandQueue.makeCommandBuffer() else { return blackImage }
guard let sourceTexture = f.prepareFrameForRender(commandBuffer: commandBuffer) else {
return blackImage
}
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
guard let img = ss.ciImagefromTexture(tex: sourceTexture, flip: !flippedVertically) else {
return blackImage
}
return ss.cgImageFromCIImage(img) ?? blackImage
}
/// Returns an image of the last source image after all shaders have been applied
func getCGImageFromOutput(gameRenderer gr: GameRenderer, filterChain f: FilterChain, flippedVertically: Bool) -> CGImage {
guard let commandBuffer = commandQueue.makeCommandBuffer() else { return blackImage }
guard let sourceTexture = gr.prepareFrameForRender(commandBuffer: commandBuffer) else {
return blackImage
}
return ss.applyFilterChain(f, to: sourceTexture, flip: flippedVertically, commandBuffer: commandBuffer) ?? blackImage
}
private lazy var blackImage: CGImage = {
let cs = CGColorSpace(name: CGColorSpace.sRGB)!
let ctx: CGContext = .init(data: nil,
width: 32, height: 32,
bitsPerComponent: 8,
bytesPerRow: 32 * 4,
space: cs,
bitmapInfo: CGImageAlphaInfo.premultipliedFirst.rawValue)!
ctx.setFillColor(.black)
ctx.fill(CGRect(x: 0, y: 0, width: 32, height: 32))
return ctx.makeImage()!
}()
}