graphics: rewrite screenshot and api capture image processing (#870)

## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Significantly speeds up API screen capture and D3D9 screenshots saving.
Two reasons for doing this:

1. We now have a 4K game (GITADORA) and existing capture code was taking
multiple seconds.
2. Renewed user interest on streaming as we have a couple more companion
apps in active development.

**API screen capture (streaming), 1280x720:** 14.3ms -> 6.3ms per frame.
Back buffer copies go to pooled `D3DPOOL_SYSTEMMEM` surfaces via
`GetRenderTargetData` instead of allocating a lockable render target
every frame, and TooJpeg is replaced with libjpeg-turbo (encode 9.8ms ->
3.0ms). MSAA remains unsupported

**Screenshots for GITADORA arena model, across 4 screens with one of
them 4K**: 4068ms -> 124ms. `D3DXSaveSurfaceToFileA` is replaced with
fpng (encode 4043ms -> 76ms) and the screens encode in parallel.
Dropping D3DX also removes the `d3dx9_43.dll` ... `d3dx9_24.dll` probing
loop, so screenshots no longer fail outright on machines with no D3DX9
runtime installed.

Screenshot surfaces are read on the present thread, so no D3D call
reaches another thread for screenshots. This fixes a hang in DDR X2
introduced earlier in the branch: its device has no internal locking,
and reading the surface on a pool thread while the present thread sat
inside `GetRenderTargetData` left the game's own render thread
deadlocked.


## Testing

- **GITADORA** (arena model, D3D9Ex, 4K main plus three subscreens,
windowed) with
`-screenshotsub`: three sets of four screenshots, images verified
correct. Completion
order differs between sets, so the screens really are encoding in
parallel.
- **LovePlus** (KLP, plain D3D9, 768x1360): covers the inline path used
by games whose
  image processing must not leave the present thread. 
- **API screen capture** through a companion app: live video correct
throughout.
- **Print Screen** bound as the screenshot key: the clipboard copy
succeeded on every shot.
- Quitting the game after capturing leaves no `IDirect3DDevice9`
reference count warning,
  so the pooled readback surfaces are released along with the device.
This commit is contained in:
bicarus
2026-08-18 00:22:45 -07:00
committed by GitHub
parent 3863d5a4ed
commit 8b2f38307b
209 changed files with 87027 additions and 1065 deletions
@@ -0,0 +1,241 @@
#include "d3d9_readback.h"
#include <mutex>
#include <vector>
#include "hooks/graphics/graphics.h"
#include "util/logging.h"
namespace d3d9_readback {
namespace {
SurfacePtr create_readback_surface(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
IDirect3DSurface9 *surface = nullptr;
const HRESULT hr = device->CreateOffscreenPlainSurface(
desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, nullptr);
if (FAILED(hr) || surface == nullptr) {
log_warning("graphics::d3d9",
"failed to create readback surface, hr={}",
FMT_HRESULT(hr));
return nullptr;
}
return SurfacePtr(surface);
}
size_t surface_bytes(const D3DSURFACE_DESC &desc) {
size_t bytes_per_pixel = 4;
switch (desc.Format) {
case D3DFMT_R5G6B5:
case D3DFMT_X1R5G5B5:
case D3DFMT_A1R5G5B5:
bytes_per_pixel = 2;
break;
default:
break;
}
return static_cast<size_t>(desc.Width) * desc.Height * bytes_per_pixel;
}
// idle surfaces are kept between captures, bucketed by layout so that screens of
// differing resolution do not evict each other. a new device drops everything,
// since system memory surfaces outlive Reset but not the device itself
class ReadbackPool {
public:
SurfacePtr acquire(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
{
std::lock_guard<std::mutex> lock(this->mutex);
if (this->device != device) {
this->drop();
this->device = device;
}
auto *bucket = this->find(desc);
if (bucket && !bucket->idle.empty()) {
auto surface = std::move(bucket->idle.back());
bucket->idle.pop_back();
const size_t bytes = surface_bytes(desc);
this->idle_bytes = this->idle_bytes > bytes ? this->idle_bytes - bytes : 0;
return surface;
}
}
return create_readback_surface(device, desc);
}
void release(IDirect3DDevice9 *device, SurfacePtr surface) {
if (!surface) {
return;
}
D3DSURFACE_DESC desc {};
if (FAILED(surface->GetDesc(&desc))) {
return;
}
const size_t bytes = surface_bytes(desc);
std::lock_guard<std::mutex> lock(this->mutex);
if (this->device != device || this->idle_bytes + bytes > MAX_IDLE_BYTES) {
return;
}
auto *bucket = this->find(desc);
if (bucket == nullptr) {
if (this->buckets.size() >= MAX_BUCKETS) {
return;
}
this->buckets.push_back(Bucket { desc.Width, desc.Height, desc.Format, {} });
bucket = &this->buckets.back();
}
if (bucket->idle.size() < MAX_IDLE_PER_BUCKET) {
bucket->idle.push_back(std::move(surface));
this->idle_bytes += bytes;
}
}
// every cached surface holds a reference on the device, so they have to go
// before it does or the device never reaches a zero reference count
void clear_device(IDirect3DDevice9 *device) {
std::lock_guard<std::mutex> lock(this->mutex);
if (this->device != device) {
return;
}
this->drop();
this->device = nullptr;
}
private:
struct Bucket {
UINT width;
UINT height;
D3DFORMAT format;
std::vector<SurfacePtr> idle;
};
static constexpr size_t MAX_BUCKETS = GRAPHICS_CAPTURE_SCREEN_NO;
// one returning surface plus one for the next capture; a full screen surface
// is several megabytes, so the cap matters
static constexpr size_t MAX_IDLE_PER_BUCKET = 2;
// a 4K surface is 33MB, so the per bucket count alone does not bound this
static constexpr size_t MAX_IDLE_BYTES = 64u * 1024 * 1024;
void drop() {
this->buckets.clear();
this->idle_bytes = 0;
}
Bucket *find(const D3DSURFACE_DESC &desc) {
for (auto &bucket : this->buckets) {
if (bucket.width == desc.Width
&& bucket.height == desc.Height
&& bucket.format == desc.Format) {
return &bucket;
}
}
return nullptr;
}
std::mutex mutex;
std::vector<Bucket> buckets;
IDirect3DDevice9 *device = nullptr;
size_t idle_bytes = 0;
};
// deliberately never destroyed: releasing D3D surfaces during static destruction
// would run after d3d9 may already be unloaded
ReadbackPool &pool() {
static ReadbackPool *instance = new ReadbackPool();
return *instance;
}
} // namespace
void release_device_resources(IDirect3DDevice9 *device) {
pool().clear_device(device);
}
BackbufferCopy::~BackbufferCopy() {
if (this->pooled && this->surface) {
pool().release(this->device, std::move(this->surface));
}
}
std::optional<BackbufferCopy> acquire_backbuffer_copy(
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
IDirect3DSurface9 *buffer = nullptr;
HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
if (FAILED(hr) || buffer == nullptr) {
log_warning("graphics::d3d9",
"failed to get back buffer for screen {}, hr={}",
screen,
FMT_HRESULT(hr));
return std::nullopt;
}
D3DSURFACE_DESC desc {};
hr = buffer->GetDesc(&desc);
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to acquire back buffer descriptor, hr={}",
FMT_HRESULT(hr));
buffer->Release();
return std::nullopt;
}
// GetRenderTargetData rejects multisampled sources. no supported game has been
// seen presenting one, so resolving is left unimplemented rather than untested
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) {
static std::once_flag warned;
std::call_once(warned, [&desc] {
log_warning("graphics::d3d9",
"back buffer is multisampled ({}), screenshots and capture are unsupported",
static_cast<uint32_t>(desc.MultiSampleType));
});
buffer->Release();
return std::nullopt;
}
auto destination = pooled
? pool().acquire(device, desc)
: create_readback_surface(device, desc);
if (!destination) {
buffer->Release();
return std::nullopt;
}
hr = device->GetRenderTargetData(buffer, destination.get());
buffer->Release();
if (FAILED(hr)) {
log_warning("graphics::d3d9",
"failed to copy back buffer contents, hr={}",
FMT_HRESULT(hr));
if (pooled) {
pool().release(device, std::move(destination));
}
return std::nullopt;
}
BackbufferCopy copy;
copy.screen = screen;
copy.desc = desc;
copy.device = device;
copy.surface = std::move(destination);
copy.pooled = pooled;
return copy;
}
}