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