feat(render): DoScreenGrabOnNextPresent now properly saves the file into the GameHDD folder
feat(storage): save files now filter out the file extension and all save to .ms files to avoid confusion chore(render): make names more accurate
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@@ -35,11 +35,17 @@ SOFTWARE.
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#define MATRIX_MODE_MODELVIEW_CBUFF 3
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#define MATRIX_MODE_MODELVIEW_MAX 4
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#define STACK_TYPES 4
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#define STACK_SIZE 16
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#define MAX_MIP_LEVELS 5
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#define STACK_TYPES 4
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#define STACK_SIZE 16
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#define MAX_TEXTURES 512
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#define NUM_THUMBNAIL_DOWNSAMPLES 4 // the amount of downsamples we do to the thumbnail texture
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#define THUMBNAIL_MAX_QUALITY 0 // 1920x1080
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_1 1 // 512x512
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_2 2 // 256x256
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_3 3 // 128x128
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#define THUMBNAIL_DOWNSAMPLE_TARGET 4 // 64x64
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#define NUM_COMMAND_HANDLES 0x800000
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#define MAX_COMMAND_BUFFERS 16000
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@@ -164,6 +170,15 @@ private:
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void DeleteInternalBuffer(int index);
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Renderer::Context &getContext();
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public:
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enum eTextureSamplerFlags
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{
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SAMPLER_PARAM_CLAMP_U = 1 << 0,
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SAMPLER_PARAM_CLAMP_V = 1 << 1,
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SAMPLER_PARAM_LINEAR_FILTER = 1 << 2,
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SAMPLER_PARAM_LINEAR_MIPS = 1 << 3,
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};
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struct Texture
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{
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bool allocated;
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@@ -422,11 +437,11 @@ public:
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ID3D11Device *m_pDevice;
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ID3D11DeviceContext *m_pDeviceContext;
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IDXGISwapChain *m_pSwapChain;
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ID3D11RenderTargetView *renderTargetView;
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ID3D11RenderTargetView *renderTargetViews[4];
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ID3D11ShaderResourceView *renderTargetShaderResourceView;
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ID3D11ShaderResourceView *renderTargetShaderResourceViews[4];
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ID3D11Texture2D *renderTargetTextures[4];
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ID3D11RenderTargetView *mainRenderTargetView;
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ID3D11RenderTargetView *downSampleRenderTargetViews[NUM_THUMBNAIL_DOWNSAMPLES];
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ID3D11ShaderResourceView *mainShaderResourceView;
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ID3D11ShaderResourceView *downSampleShaderResourceViews[NUM_THUMBNAIL_DOWNSAMPLES];
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ID3D11Texture2D *downSampleTextures[NUM_THUMBNAIL_DOWNSAMPLES];
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ID3D11DepthStencilView *depthStencilView;
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ID3D11VertexShader **vertexShaderTable;
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ID3D11VertexShader *screenSpaceVertexShader;
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@@ -456,14 +471,14 @@ public:
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BYTE reservedRendererByte1;
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BYTE paddingAfterRendererByte1[3];
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DWORD reservedRendererDword1;
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int16_t *m_commandHandleToIndex;
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int16_t *m_vertexIdxToBufferIdx;
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CommandBuffer **m_commandBuffers;
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DirectX::XMMATRIX *m_commandMatrices;
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int *m_commandIndexToHandle;
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int *m_bufferIdxToVertexIdx;
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uint8_t *m_commandPrimitiveTypes;
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uint8_t *m_commandVertexTypes;
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DWORD reservedRendererDword2;
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DWORD reservedRendererDword3;
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DWORD m_currentCommandBuffer;
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DWORD m_numBuffersToDeallocate;
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std::unordered_map<int, ID3D11BlendState *> managedBlendStates;
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std::unordered_map<int, ID3D11DepthStencilState *> managedDepthStencilStates;
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std::unordered_map<int, ID3D11SamplerState *> managedSamplerStates;
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