render: move the capture diagnostics out of the hook layer
This commit is contained in:
parent
13669fe589
commit
43ac7aa53b
3 changed files with 449 additions and 411 deletions
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@ -20,6 +20,16 @@
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namespace skate3::native_scene {
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// ---- Frame-end capture diagnostics (skate3_native_diagnostics.cpp) --------
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// Hotkey/cvar/pad-armed guest-memory snapshots (.gsnap + metadata) and the
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// per-frame record collection windows. Called from the frame-boundary hook
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// under its record lock; may move the frame's records into an open capture
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// window. SnapshotWritten() reports whether a one-shot snapshot completed.
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void OnCaptureFrameEnd(uint8_t* base, uint64_t frame_index,
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std::vector<SubmitRecord>& current_frame);
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bool SnapshotWritten();
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// ---- Offline-analysis recording (see StartRecording/WriteRecording) --------
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// The full per-draw constant bank stream is the ground truth for what the
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// game's shaders saw; the per-frame item lists are what our pipeline made of
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@ -17,6 +17,52 @@
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#include <rex/logging.h>
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#include <cinttypes>
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#include <string>
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#include <rex/cvar.h>
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#include "generated/skate3_init.h"
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#include "skate3_screenshot.h"
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#if defined(_WIN32)
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#include <windows.h>
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// Xbox-controller capture combos (see the hotkey block): the artifacts under
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// investigation are too brief to reach the keyboard from the pad.
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#include <Xinput.h>
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#pragma comment(lib, "xinput9_1_0.lib")
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#endif
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REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_min_meshes, 0, "Skate 3",
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"One-shot guest memory snapshot: trigger on the first frame with at "
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"least this many RenderMesh submissions (0 = disabled)")
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.range(0, 100000)
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.lifecycle(rex::cvar::Lifecycle::kHotReload);
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REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_frames, 4, "Skate 3",
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"Number of frames of RenderMesh records to collect before writing "
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"the snapshot")
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.range(1, 600)
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.lifecycle(rex::cvar::Lifecycle::kHotReload);
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// Defined in skate3_native_scene.cpp (the recording filter lives there).
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REXCVAR_DECLARE(bool, skate3_native_render_snapshot_all_draws);
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REXCVAR_DEFINE_BOOL(
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skate3_native_render_photo_compose_trace, false, "Skate 3",
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"Auto-capture an F10-style diagnostic recording (all draws, ~360 "
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"frames + memory snapshot) the first time a photo display card comes "
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"up in a session. Captures the game's one-shot framed-card compose "
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"pass: its draws, source textures (frame art / logo / caption) and "
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"geometry, for offline analysis. Writes ~100 MB into "
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"native_render_snapshots once per session.")
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.lifecycle(rex::cvar::Lifecycle::kHotReload);
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REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_stride, 1, "Skate 3",
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"Record every Nth frame while collecting (long viewer recordings: "
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"e.g. 12 = ~12 recorded frames/sec at 144fps)")
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.range(1, 32)
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.lifecycle(rex::cvar::Lifecycle::kHotReload);
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REXCVAR_DEFINE_STRING(skate3_native_render_snapshot_dir, "native_render_snapshots", "Skate 3",
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"Directory for native-render guest memory snapshots and metadata")
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.lifecycle(rex::cvar::Lifecycle::kHotReload);
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namespace skate3::native_scene {
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// ---- Offline-analysis recording ---------------------------------------------
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@ -394,4 +440,391 @@ void SynPanView(double angle_deg, float view_out[16]) {
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view_out[15] = 1.0f;
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}
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// ---- Frame-end capture diagnostics (hotkeys + guest-memory snapshots) ------
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// Moved verbatim from the frame-boundary hook: arming (cvar/hotkey/pad/
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// trigger-file/photo-trace), per-frame record collection, and the .gsnap +
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// metadata writers. Runs under the hook layer's record lock.
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namespace {
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struct FrameRecords {
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uint64_t frame_index;
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std::vector<SubmitRecord> records;
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};
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std::vector<FrameRecords> g_collected_frames;
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uint64_t g_collect_counter = 0;
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bool g_collecting = false;
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// F10 immediate mode: capture exactly one frame regardless of the snapshot
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// frames/stride cvars.
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bool g_immediate = false;
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bool g_snapshot_written = false;
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std::filesystem::path SnapshotDir() {
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std::filesystem::path dir{std::string(REXCVAR_GET(skate3_native_render_snapshot_dir))};
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if (dir.empty()) {
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dir = "native_render_snapshots";
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}
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return dir;
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}
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std::string SnapshotStem() {
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const auto now = std::chrono::system_clock::now();
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const auto seconds =
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std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
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char stem[64];
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std::snprintf(stem, sizeof(stem), "snapshot_%" PRId64, static_cast<int64_t>(seconds));
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return stem;
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}
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// Guest memory snapshot format (.gsnap):
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// char magic[8] = "SK3GSNP1"
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// repeated regions: u64 guest_offset (little-endian), u64 size, raw bytes
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// terminator region: guest_offset == 0xFFFFFFFFFFFFFFFF, size == 0
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// guest_offset is the offset from the guest base mapping. Guest virtual
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// address A maps to file region offset A for A < 0xE0000000 and A + 0x1000
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// above that (REX_PHYS_HOST_OFFSET physical mirror shift).
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bool WriteMemorySnapshot(uint8_t* base, const std::filesystem::path& path) {
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#if defined(_WIN32)
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std::ofstream out(path, std::ios::binary);
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if (!out) {
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REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
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return false;
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}
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out.write("SK3GSNP1", 8);
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uint64_t total_bytes = 0;
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uint32_t region_count = 0;
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uint64_t offset = 0;
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while (offset < REX_MEMORY_SIZE) {
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MEMORY_BASIC_INFORMATION info{};
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if (VirtualQuery(base + offset, &info, sizeof(info)) == 0) {
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break;
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}
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const uint64_t region_size = static_cast<uint64_t>(info.RegionSize);
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const bool readable =
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info.State == MEM_COMMIT && (info.Protect & PAGE_GUARD) == 0 &&
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(info.Protect & (PAGE_READONLY | PAGE_READWRITE | PAGE_EXECUTE_READ |
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PAGE_EXECUTE_READWRITE | PAGE_WRITECOPY | PAGE_EXECUTE_WRITECOPY)) != 0;
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if (readable) {
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const uint64_t clamped =
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region_size > REX_MEMORY_SIZE - offset ? REX_MEMORY_SIZE - offset : region_size;
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out.write(reinterpret_cast<const char*>(&offset), sizeof(offset));
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out.write(reinterpret_cast<const char*>(&clamped), sizeof(clamped));
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out.write(reinterpret_cast<const char*>(base + offset),
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static_cast<std::streamsize>(clamped));
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total_bytes += clamped;
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++region_count;
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}
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offset += region_size;
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}
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const uint64_t terminator_offset = ~0ull;
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const uint64_t terminator_size = 0;
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out.write(reinterpret_cast<const char*>(&terminator_offset), sizeof(terminator_offset));
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out.write(reinterpret_cast<const char*>(&terminator_size), sizeof(terminator_size));
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out.close();
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if (!out) {
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REXLOG_ERROR("native-render snapshot: write failed for {}", path.string());
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return false;
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}
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REXLOG_INFO("native-render snapshot: {} regions, {} MiB -> {}", region_count,
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total_bytes >> 20, path.string());
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return true;
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#else
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(void)base;
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REXLOG_WARN("native-render snapshot: only implemented on Windows, skipping {}",
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path.string());
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return false;
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#endif
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}
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bool WriteMetadata(const std::filesystem::path& path,
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const std::vector<FrameRecords>& frames) {
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std::ofstream out(path);
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if (!out) {
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REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
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return false;
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}
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out << "{\"type\":\"header\",\"image_base\":\"0x82000000\","
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<< "\"phys_mirror_note\":\"guest addr A -> file offset A, plus 0x1000 for A >= "
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"0xE0000000\","
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<< "\"record_fields\":[\"kind\",\"a\",\"b\",\"c\"],"
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<< "\"kinds\":{\"0\":\"RenderMesh a=ctx b=vps c=dyn\",\"1\":\"SceneDrawList a=ctx "
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"b=list_offset c=view\",\"2\":\"WorldPathCapture a=ctx b=view c=dyn\","
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"\"3\":\"QuadListDraw a=key c=dyn\"}}\n";
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for (const FrameRecords& frame : frames) {
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out << "{\"type\":\"frame\",\"index\":" << frame.frame_index << ",\"records\":[";
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for (size_t i = 0; i < frame.records.size(); ++i) {
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const SubmitRecord& r = frame.records[i];
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char buf[64];
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std::snprintf(buf, sizeof(buf), "%s[%u,\"%08X\",\"%08X\",\"%08X\"]", i ? "," : "",
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r.kind, r.a, r.b, r.c);
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out << buf;
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}
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out << "]}\n";
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}
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out.close();
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return static_cast<bool>(out);
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}
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void WriteSnapshotLocked(uint8_t* base) {
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const std::filesystem::path dir = SnapshotDir();
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std::error_code ec;
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std::filesystem::create_directories(dir, ec);
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const std::string stem = SnapshotStem();
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const bool meta_ok = WriteMetadata(dir / (stem + ".meta.jsonl"), g_collected_frames);
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const bool snap_ok = WriteMemorySnapshot(base, dir / (stem + ".gsnap"));
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WriteRecording(dir.string().c_str(), stem.c_str());
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REXLOG_INFO("native-render snapshot: {} ({} frames of records, meta_ok={} snap_ok={})",
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stem, g_collected_frames.size(), meta_ok, snap_ok);
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g_collected_frames.clear();
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g_snapshot_written = true;
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}
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} // namespace
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bool SnapshotWritten() { return g_snapshot_written; }
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void OnCaptureFrameEnd(uint8_t* base, uint64_t frame_index,
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std::vector<SubmitRecord>& current_frame) {
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const size_t mesh_count = current_frame.size();
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if (!g_snapshot_written) {
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const int32_t min_meshes = REXCVAR_GET(skate3_native_render_snapshot_min_meshes);
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if (!g_collecting && min_meshes > 0 &&
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mesh_count >= static_cast<size_t>(min_meshes)) {
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g_collecting = true;
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g_collect_counter = 0;
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StartRecording(
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uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
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REXLOG_INFO("native-render snapshot: armed at frame {} ({} meshes)", frame_index,
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mesh_count);
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}
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}
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// Manual triggers (work repeatedly): press F9 (window recording per the
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// snapshot cvars), F10 (IMMEDIATE single-frame capture: full memory
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// snapshot + this frame's records/draws, for catching a broken object the
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// moment it is on screen), or create <snapshot_dir>\trigger.
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#if defined(_WIN32)
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if (!g_collecting) {
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static bool f9_was_down = false;
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const bool f9_down = (GetAsyncKeyState(VK_F9) & 0x8000) != 0;
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if (f9_down && !f9_was_down) {
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g_collecting = true;
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g_collect_counter = 0;
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StartRecording(
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uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
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REXLOG_INFO("native-render snapshot: F9, armed at frame {} ({} meshes)",
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frame_index, mesh_count);
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}
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f9_was_down = f9_down;
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// F8: flush the native texture + mesh caches. Debug/bisect aid, and the
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// reproducible worst-case decode burst for perf work (everything visible
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// re-decodes at once; the decode workers should absorb it with a brief
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// white/pop-in instead of a render-thread freeze).
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static bool f8_was_down = false;
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const bool f8_down = (GetAsyncKeyState(VK_F8) & 0x8000) != 0;
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if (f8_down && !f8_was_down) {
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FlushTextureCache();
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FlushMeshCache();
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REXLOG_INFO("native-render: F8, texture + mesh caches flushed");
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}
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f8_was_down = f8_down;
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// F7: dump the rolling scene-composition ring (last ~900 frames of
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// per-item signatures); press within a few seconds of SEEING a 1-2
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// frame artifact; diffing the artifact frame against neighbors in the
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// CSV names the item that flashed.
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static bool f7_was_down = false;
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const bool f7_down = (GetAsyncKeyState(VK_F7) & 0x8000) != 0;
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if (f7_down && !f7_was_down) {
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RequestSceneRingDump();
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REXLOG_INFO("native-render: F7, scene ring dump requested");
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}
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f7_was_down = f7_down;
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static bool f10_was_down = false;
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const bool f10_down = (GetAsyncKeyState(VK_F10) & 0x8000) != 0;
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if (f10_down && !f10_was_down) {
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g_collecting = true;
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g_immediate = true;
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g_collect_counter = 0;
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StartRecording(1);
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// Simultaneous screenshot: the recorded scene/draw data alone cannot
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// prove what was on screen (render-stage state is not captured);
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// the paired PNG anchors every diagnostic to the visible frame.
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skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(),
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"f10");
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REXLOG_INFO("native-render snapshot: F10, immediate single-frame capture at frame {}",
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frame_index);
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}
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f10_was_down = f10_down;
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// Xbox controller capture combos (the artifacts are too brief to reach
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// the keyboard from the pad): RB+X = F10-style immediate capture,
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// RB+A = F7 scene-ring dump (retroactive ~17 s, so a slightly late
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// press still contains the flash frame). Pad 0; disconnected pads
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// re-probe on a backoff; XInputGetState is slow for absent devices.
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{
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static bool combo_x_was = false;
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static bool combo_a_was = false;
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static uint32_t pad_retry = 0;
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static bool pad_seen = true;
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if (pad_seen || ++pad_retry >= 240) {
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pad_retry = 0;
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XINPUT_STATE xs{};
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if (XInputGetState(0, &xs) == ERROR_SUCCESS) {
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pad_seen = true;
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const WORD b = xs.Gamepad.wButtons;
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const bool rb = (b & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
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const bool cx = rb && (b & XINPUT_GAMEPAD_X) != 0;
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const bool ca = rb && (b & XINPUT_GAMEPAD_A) != 0;
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if (cx && !combo_x_was) {
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g_collecting = true;
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g_immediate = true;
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g_collect_counter = 0;
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StartRecording(1);
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skate3::screenshot::CaptureWindow(
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skate3::screenshot::RememberedWindow(), "rbx");
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REXLOG_INFO(
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"native-render snapshot: RB+X, immediate single-frame capture "
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"at frame {}",
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frame_index);
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}
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combo_x_was = cx;
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if (ca && !combo_a_was) {
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RequestSceneRingDump();
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REXLOG_INFO("native-render: RB+A, scene ring dump requested");
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}
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combo_a_was = ca;
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} else {
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pad_seen = false;
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combo_x_was = combo_a_was = false;
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}
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}
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}
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}
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// F11: paired A/B parity capture; one keypress produces
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// shot_<ts>_native.png + shot_<ts>_emulated.png (same viewpoint, ~half a
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// second apart while the renderer toggles) + an immediate F10-style
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// capture taken back in native mode. Sequenced across guest frames so
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// each renderer has settled before its screenshot (the emulated pipeline
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// needs to recompose after suppression lifts).
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{
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enum class AbState { kIdle, kNativeSettle, kEmulatedSettle, kBackToNative };
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static AbState ab_state = AbState::kIdle;
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static uint64_t ab_resume_frame = 0;
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static char ab_tag[24] = {};
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static bool f11_was_down = false;
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const bool f11_down = (GetAsyncKeyState(VK_F11) & 0x8000) != 0;
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constexpr uint64_t kSettleFrames = 60;
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switch (ab_state) {
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case AbState::kIdle:
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if (f11_down && !f11_was_down && !g_collecting) {
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const std::time_t t = std::time(nullptr);
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std::tm tm{};
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localtime_s(&tm, &t);
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std::snprintf(ab_tag, sizeof(ab_tag), "%02d%02d%02d", tm.tm_hour, tm.tm_min,
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tm.tm_sec);
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// Ensure the sequence starts in NATIVE mode (the gsnap capture at
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// the end must record native-path scene data).
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if (!Enabled()) {
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ToggleSceneEnabled();
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}
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ab_state = AbState::kNativeSettle;
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ab_resume_frame = frame_index + kSettleFrames;
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REXLOG_INFO("native-render A/B capture: F11, tag {}", ab_tag);
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}
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break;
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case AbState::kNativeSettle:
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if (frame_index >= ab_resume_frame) {
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char tag[40];
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std::snprintf(tag, sizeof(tag), "%s_native", ab_tag);
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skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
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ToggleSceneEnabled(); // -> emulated
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ab_state = AbState::kEmulatedSettle;
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ab_resume_frame = frame_index + kSettleFrames;
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}
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break;
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case AbState::kEmulatedSettle:
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if (frame_index >= ab_resume_frame) {
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char tag[40];
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std::snprintf(tag, sizeof(tag), "%s_emulated", ab_tag);
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skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
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ToggleSceneEnabled(); // -> native
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ab_state = AbState::kBackToNative;
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ab_resume_frame = frame_index + kSettleFrames;
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}
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break;
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case AbState::kBackToNative:
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if (frame_index >= ab_resume_frame && !g_collecting) {
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g_collecting = true;
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g_immediate = true;
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g_collect_counter = 0;
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StartRecording(1);
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REXLOG_INFO(
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"native-render A/B capture: screenshots tagged {} done, immediate "
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||||
"capture armed",
|
||||
ab_tag);
|
||||
ab_state = AbState::kIdle;
|
||||
}
|
||||
break;
|
||||
}
|
||||
f11_was_down = f11_down;
|
||||
}
|
||||
#endif
|
||||
if (!g_collecting && frame_index % 32 == 0) {
|
||||
const std::filesystem::path trigger = SnapshotDir() / "trigger";
|
||||
std::error_code ec;
|
||||
if (std::filesystem::exists(trigger, ec)) {
|
||||
std::filesystem::remove(trigger, ec);
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
StartRecording(
|
||||
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
|
||||
REXLOG_INFO("native-render snapshot: trigger file, armed at frame {} ({} meshes)",
|
||||
frame_index, mesh_count);
|
||||
}
|
||||
}
|
||||
// Photo display-card compose auto-trace: the first time the framed card
|
||||
// comes up in a session, record EVERY draw for ~360 frames + the memory
|
||||
// snapshot; the game's one-shot card compose (frame art / logo / caption
|
||||
// stamped over the photo) fires at an unpredictable moment within this
|
||||
// window, and the capture pins its draws, source textures and geometry.
|
||||
if (!g_collecting && REXCVAR_GET(skate3_native_render_photo_compose_trace)) {
|
||||
static bool s_compose_trace_done = false;
|
||||
if (!s_compose_trace_done && PhotoCardVisible()) {
|
||||
s_compose_trace_done = true;
|
||||
REXCVAR_SET(skate3_native_render_snapshot_frames, 360);
|
||||
REXCVAR_SET(skate3_native_render_snapshot_stride, 1);
|
||||
REXCVAR_SET(skate3_native_render_snapshot_all_draws, true);
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
StartRecording(1);
|
||||
REXLOG_INFO(
|
||||
"native-render snapshot: photo display card up - compose trace "
|
||||
"armed at frame {} (360 frames, all draws; snapshot cvars stay "
|
||||
"changed for this session)",
|
||||
frame_index);
|
||||
}
|
||||
}
|
||||
if (g_collecting) {
|
||||
// Immediate (F10) captures skip the arming frame: the scene-side
|
||||
// recording was only armed after this frame's BuildFrameScene ran, so
|
||||
// the first fully-recorded frame is the next one.
|
||||
const auto stride = g_immediate
|
||||
? uint64_t(2)
|
||||
: static_cast<uint64_t>(REXCVAR_GET(skate3_native_render_snapshot_stride));
|
||||
if (++g_collect_counter % stride == 0) {
|
||||
g_collected_frames.push_back({frame_index, std::move(current_frame)});
|
||||
const auto wanted = g_immediate
|
||||
? size_t(1)
|
||||
: static_cast<size_t>(REXCVAR_GET(skate3_native_render_snapshot_frames));
|
||||
if (g_collected_frames.size() >= wanted) {
|
||||
g_collecting = false;
|
||||
g_immediate = false;
|
||||
WriteSnapshotLocked(base);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace skate3::native_scene
|
||||
|
||||
|
|
|
|||
|
|
@ -1,32 +1,22 @@
|
|||
#include "skate3_native_render.h"
|
||||
|
||||
#include "native/skate3_native_diag.h"
|
||||
#include "native/skate3_native_entity.h"
|
||||
#include "native/skate3_native_lw.h"
|
||||
#include "native/skate3_native_palette.h"
|
||||
#include "skate3_native_scene.h"
|
||||
#include "skate3_screenshot.h"
|
||||
|
||||
#include "generated/skate3_init.h"
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <cinttypes>
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <ctime>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
#if defined(_WIN32)
|
||||
#include <windows.h>
|
||||
// Xbox-controller capture combos (see the hotkey block): the artifacts under
|
||||
// investigation are too brief to reach the keyboard from the pad.
|
||||
#include <Xinput.h>
|
||||
#pragma comment(lib, "xinput9_1_0.lib")
|
||||
#endif
|
||||
|
||||
#include <rex/cvar.h>
|
||||
|
|
@ -39,36 +29,7 @@ REXCVAR_DEFINE_INT32(skate3_native_render_log_interval, 0, "Skate 3",
|
|||
"Frames between native-render hook liveness log lines (0 = off)")
|
||||
.range(0, 100000)
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_min_meshes, 0, "Skate 3",
|
||||
"One-shot guest memory snapshot: trigger on the first frame with at "
|
||||
"least this many RenderMesh submissions (0 = disabled)")
|
||||
.range(0, 100000)
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_frames, 4, "Skate 3",
|
||||
"Number of frames of RenderMesh records to collect before writing "
|
||||
"the snapshot")
|
||||
.range(1, 600)
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
// Defined in skate3_native_scene.cpp (the recording filter lives there).
|
||||
REXCVAR_DECLARE(bool, skate3_native_render_snapshot_all_draws);
|
||||
REXCVAR_DECLARE(bool, skate3_native_render_scene_perf_log);
|
||||
REXCVAR_DEFINE_BOOL(
|
||||
skate3_native_render_photo_compose_trace, false, "Skate 3",
|
||||
"Auto-capture an F10-style diagnostic recording (all draws, ~360 "
|
||||
"frames + memory snapshot) the first time a photo display card comes "
|
||||
"up in a session. Captures the game's one-shot framed-card compose "
|
||||
"pass: its draws, source textures (frame art / logo / caption) and "
|
||||
"geometry, for offline analysis. Writes ~100 MB into "
|
||||
"native_render_snapshots once per session.")
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
REXCVAR_DEFINE_INT32(skate3_native_render_snapshot_stride, 1, "Skate 3",
|
||||
"Record every Nth frame while collecting (long viewer recordings: "
|
||||
"e.g. 12 = ~12 recorded frames/sec at 144fps)")
|
||||
.range(1, 32)
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
REXCVAR_DEFINE_STRING(skate3_native_render_snapshot_dir, "native_render_snapshots", "Skate 3",
|
||||
"Directory for native-render guest memory snapshots and metadata")
|
||||
.lifecycle(rex::cvar::Lifecycle::kHotReload);
|
||||
REXCVAR_DEFINE_DOUBLE(skate3_guest_fps_cap, 0.0, "Skate 3",
|
||||
"Pace the guest render loop to this frame rate (0 = uncapped). The "
|
||||
"guest produces frames at irregular 2-9 ms intervals; the display "
|
||||
|
|
@ -92,132 +53,14 @@ namespace {
|
|||
// quad-list DrawVertices capture (a = synthetic key, c = dynitem index+1).
|
||||
using RenderMeshRecord = skate3::native_scene::SubmitRecord;
|
||||
|
||||
struct FrameRecords {
|
||||
uint64_t frame_index;
|
||||
std::vector<RenderMeshRecord> records;
|
||||
};
|
||||
|
||||
std::mutex g_mutex;
|
||||
std::vector<RenderMeshRecord> g_current_frame;
|
||||
std::vector<FrameRecords> g_collected_frames;
|
||||
uint64_t g_frame_index = 0;
|
||||
uint64_t g_collect_counter = 0;
|
||||
bool g_collecting = false;
|
||||
// F10 immediate mode: capture exactly one frame regardless of the snapshot
|
||||
// frames/stride cvars.
|
||||
bool g_immediate = false;
|
||||
bool g_snapshot_written = false;
|
||||
std::atomic<bool> g_announced{false};
|
||||
|
||||
bool Enabled() { return REXCVAR_GET(skate3_native_render); }
|
||||
|
||||
std::filesystem::path SnapshotDir() {
|
||||
std::filesystem::path dir{std::string(REXCVAR_GET(skate3_native_render_snapshot_dir))};
|
||||
if (dir.empty()) {
|
||||
dir = "native_render_snapshots";
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
std::string SnapshotStem() {
|
||||
const auto now = std::chrono::system_clock::now();
|
||||
const auto seconds =
|
||||
std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
|
||||
char stem[64];
|
||||
std::snprintf(stem, sizeof(stem), "snapshot_%" PRId64, static_cast<int64_t>(seconds));
|
||||
return stem;
|
||||
}
|
||||
|
||||
// Guest memory snapshot format (.gsnap):
|
||||
// char magic[8] = "SK3GSNP1"
|
||||
// repeated regions: u64 guest_offset (little-endian), u64 size, raw bytes
|
||||
// terminator region: guest_offset == 0xFFFFFFFFFFFFFFFF, size == 0
|
||||
// guest_offset is the offset from the guest base mapping. Guest virtual
|
||||
// address A maps to file region offset A for A < 0xE0000000 and A + 0x1000
|
||||
// above that (REX_PHYS_HOST_OFFSET physical mirror shift).
|
||||
bool WriteMemorySnapshot(uint8_t* base, const std::filesystem::path& path) {
|
||||
#if defined(_WIN32)
|
||||
std::ofstream out(path, std::ios::binary);
|
||||
if (!out) {
|
||||
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
|
||||
return false;
|
||||
}
|
||||
out.write("SK3GSNP1", 8);
|
||||
|
||||
uint64_t total_bytes = 0;
|
||||
uint32_t region_count = 0;
|
||||
uint64_t offset = 0;
|
||||
while (offset < REX_MEMORY_SIZE) {
|
||||
MEMORY_BASIC_INFORMATION info{};
|
||||
if (VirtualQuery(base + offset, &info, sizeof(info)) == 0) {
|
||||
break;
|
||||
}
|
||||
const uint64_t region_size = static_cast<uint64_t>(info.RegionSize);
|
||||
const bool readable =
|
||||
info.State == MEM_COMMIT && (info.Protect & PAGE_GUARD) == 0 &&
|
||||
(info.Protect & (PAGE_READONLY | PAGE_READWRITE | PAGE_EXECUTE_READ |
|
||||
PAGE_EXECUTE_READWRITE | PAGE_WRITECOPY | PAGE_EXECUTE_WRITECOPY)) != 0;
|
||||
if (readable) {
|
||||
const uint64_t clamped =
|
||||
region_size > REX_MEMORY_SIZE - offset ? REX_MEMORY_SIZE - offset : region_size;
|
||||
out.write(reinterpret_cast<const char*>(&offset), sizeof(offset));
|
||||
out.write(reinterpret_cast<const char*>(&clamped), sizeof(clamped));
|
||||
out.write(reinterpret_cast<const char*>(base + offset),
|
||||
static_cast<std::streamsize>(clamped));
|
||||
total_bytes += clamped;
|
||||
++region_count;
|
||||
}
|
||||
offset += region_size;
|
||||
}
|
||||
|
||||
const uint64_t terminator_offset = ~0ull;
|
||||
const uint64_t terminator_size = 0;
|
||||
out.write(reinterpret_cast<const char*>(&terminator_offset), sizeof(terminator_offset));
|
||||
out.write(reinterpret_cast<const char*>(&terminator_size), sizeof(terminator_size));
|
||||
out.close();
|
||||
if (!out) {
|
||||
REXLOG_ERROR("native-render snapshot: write failed for {}", path.string());
|
||||
return false;
|
||||
}
|
||||
REXLOG_INFO("native-render snapshot: {} regions, {} MiB -> {}", region_count,
|
||||
total_bytes >> 20, path.string());
|
||||
return true;
|
||||
#else
|
||||
(void)base;
|
||||
REXLOG_WARN("native-render snapshot: only implemented on Windows, skipping {}",
|
||||
path.string());
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool WriteMetadata(const std::filesystem::path& path,
|
||||
const std::vector<FrameRecords>& frames) {
|
||||
std::ofstream out(path);
|
||||
if (!out) {
|
||||
REXLOG_ERROR("native-render snapshot: cannot open {}", path.string());
|
||||
return false;
|
||||
}
|
||||
out << "{\"type\":\"header\",\"image_base\":\"0x82000000\","
|
||||
<< "\"phys_mirror_note\":\"guest addr A -> file offset A, plus 0x1000 for A >= "
|
||||
"0xE0000000\","
|
||||
<< "\"record_fields\":[\"kind\",\"a\",\"b\",\"c\"],"
|
||||
<< "\"kinds\":{\"0\":\"RenderMesh a=ctx b=vps c=dyn\",\"1\":\"SceneDrawList a=ctx "
|
||||
"b=list_offset c=view\",\"2\":\"WorldPathCapture a=ctx b=view c=dyn\","
|
||||
"\"3\":\"QuadListDraw a=key c=dyn\"}}\n";
|
||||
for (const FrameRecords& frame : frames) {
|
||||
out << "{\"type\":\"frame\",\"index\":" << frame.frame_index << ",\"records\":[";
|
||||
for (size_t i = 0; i < frame.records.size(); ++i) {
|
||||
const RenderMeshRecord& r = frame.records[i];
|
||||
char buf[64];
|
||||
std::snprintf(buf, sizeof(buf), "%s[%u,\"%08X\",\"%08X\",\"%08X\"]", i ? "," : "",
|
||||
r.kind, r.a, r.b, r.c);
|
||||
out << buf;
|
||||
}
|
||||
out << "]}\n";
|
||||
}
|
||||
out.close();
|
||||
return static_cast<bool>(out);
|
||||
}
|
||||
|
||||
void OnRenderMesh(uint8_t* base, uint32_t mesh_context, uint32_t vertex_program_state,
|
||||
bool drew_inside) {
|
||||
|
|
@ -268,20 +111,6 @@ void OnSceneDrawList(uint8_t* base, uint32_t view, uint32_t sort_vec, uint32_t f
|
|||
}
|
||||
}
|
||||
|
||||
void WriteSnapshotLocked(uint8_t* base) {
|
||||
const std::filesystem::path dir = SnapshotDir();
|
||||
std::error_code ec;
|
||||
std::filesystem::create_directories(dir, ec);
|
||||
const std::string stem = SnapshotStem();
|
||||
const bool meta_ok = WriteMetadata(dir / (stem + ".meta.jsonl"), g_collected_frames);
|
||||
const bool snap_ok = WriteMemorySnapshot(base, dir / (stem + ".gsnap"));
|
||||
skate3::native_scene::WriteRecording(dir.string().c_str(), stem.c_str());
|
||||
REXLOG_INFO("native-render snapshot: {} ({} frames of records, meta_ok={} snap_ok={})",
|
||||
stem, g_collected_frames.size(), meta_ok, snap_ok);
|
||||
g_collected_frames.clear();
|
||||
g_snapshot_written = true;
|
||||
}
|
||||
|
||||
// Non-indexed cloth patch draws (see native_scene::CaptureClothDraw). The
|
||||
// synthetic "context" key is the dynamic buffer object, stable per garment.
|
||||
void OnClothDraw(uint8_t* base, uint32_t r4, uint32_t r5, uint32_t r6, uint32_t r7) {
|
||||
|
|
@ -413,244 +242,11 @@ void OnFrameEnd(uint8_t* base) {
|
|||
const int32_t log_interval = REXCVAR_GET(skate3_native_render_log_interval);
|
||||
if (log_interval > 0 && g_frame_index % static_cast<uint64_t>(log_interval) == 0) {
|
||||
REXLOG_INFO("native-render frame={} meshes={} snapshot_done={}", g_frame_index,
|
||||
mesh_count, g_snapshot_written);
|
||||
mesh_count, skate3::native_scene::SnapshotWritten());
|
||||
}
|
||||
|
||||
if (!g_snapshot_written) {
|
||||
const int32_t min_meshes = REXCVAR_GET(skate3_native_render_snapshot_min_meshes);
|
||||
if (!g_collecting && min_meshes > 0 &&
|
||||
mesh_count >= static_cast<size_t>(min_meshes)) {
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(
|
||||
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
|
||||
REXLOG_INFO("native-render snapshot: armed at frame {} ({} meshes)", g_frame_index,
|
||||
mesh_count);
|
||||
}
|
||||
}
|
||||
// Manual triggers (work repeatedly): press F9 (window recording per the
|
||||
// snapshot cvars), F10 (IMMEDIATE single-frame capture: full memory
|
||||
// snapshot + this frame's records/draws, for catching a broken object the
|
||||
// moment it is on screen), or create <snapshot_dir>\trigger.
|
||||
#if defined(_WIN32)
|
||||
if (!g_collecting) {
|
||||
static bool f9_was_down = false;
|
||||
const bool f9_down = (GetAsyncKeyState(VK_F9) & 0x8000) != 0;
|
||||
if (f9_down && !f9_was_down) {
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(
|
||||
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
|
||||
REXLOG_INFO("native-render snapshot: F9, armed at frame {} ({} meshes)",
|
||||
g_frame_index, mesh_count);
|
||||
}
|
||||
f9_was_down = f9_down;
|
||||
// F8: flush the native texture + mesh caches. Debug/bisect aid, and the
|
||||
// reproducible worst-case decode burst for perf work (everything visible
|
||||
// re-decodes at once; the decode workers should absorb it with a brief
|
||||
// white/pop-in instead of a render-thread freeze).
|
||||
static bool f8_was_down = false;
|
||||
const bool f8_down = (GetAsyncKeyState(VK_F8) & 0x8000) != 0;
|
||||
if (f8_down && !f8_was_down) {
|
||||
skate3::native_scene::FlushTextureCache();
|
||||
skate3::native_scene::FlushMeshCache();
|
||||
REXLOG_INFO("native-render: F8, texture + mesh caches flushed");
|
||||
}
|
||||
f8_was_down = f8_down;
|
||||
// F7: dump the rolling scene-composition ring (last ~900 frames of
|
||||
// per-item signatures); press within a few seconds of SEEING a 1-2
|
||||
// frame artifact; diffing the artifact frame against neighbors in the
|
||||
// CSV names the item that flashed.
|
||||
static bool f7_was_down = false;
|
||||
const bool f7_down = (GetAsyncKeyState(VK_F7) & 0x8000) != 0;
|
||||
if (f7_down && !f7_was_down) {
|
||||
skate3::native_scene::RequestSceneRingDump();
|
||||
REXLOG_INFO("native-render: F7, scene ring dump requested");
|
||||
}
|
||||
f7_was_down = f7_down;
|
||||
static bool f10_was_down = false;
|
||||
const bool f10_down = (GetAsyncKeyState(VK_F10) & 0x8000) != 0;
|
||||
if (f10_down && !f10_was_down) {
|
||||
g_collecting = true;
|
||||
g_immediate = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(1);
|
||||
// Simultaneous screenshot: the recorded scene/draw data alone cannot
|
||||
// prove what was on screen (render-stage state is not captured);
|
||||
// the paired PNG anchors every diagnostic to the visible frame.
|
||||
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(),
|
||||
"f10");
|
||||
REXLOG_INFO("native-render snapshot: F10, immediate single-frame capture at frame {}",
|
||||
g_frame_index);
|
||||
}
|
||||
f10_was_down = f10_down;
|
||||
// Xbox controller capture combos (the artifacts are too brief to reach
|
||||
// the keyboard from the pad): RB+X = F10-style immediate capture,
|
||||
// RB+A = F7 scene-ring dump (retroactive ~17 s, so a slightly late
|
||||
// press still contains the flash frame). Pad 0; disconnected pads
|
||||
// re-probe on a backoff; XInputGetState is slow for absent devices.
|
||||
{
|
||||
static bool combo_x_was = false;
|
||||
static bool combo_a_was = false;
|
||||
static uint32_t pad_retry = 0;
|
||||
static bool pad_seen = true;
|
||||
if (pad_seen || ++pad_retry >= 240) {
|
||||
pad_retry = 0;
|
||||
XINPUT_STATE xs{};
|
||||
if (XInputGetState(0, &xs) == ERROR_SUCCESS) {
|
||||
pad_seen = true;
|
||||
const WORD b = xs.Gamepad.wButtons;
|
||||
const bool rb = (b & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
|
||||
const bool cx = rb && (b & XINPUT_GAMEPAD_X) != 0;
|
||||
const bool ca = rb && (b & XINPUT_GAMEPAD_A) != 0;
|
||||
if (cx && !combo_x_was) {
|
||||
g_collecting = true;
|
||||
g_immediate = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(1);
|
||||
skate3::screenshot::CaptureWindow(
|
||||
skate3::screenshot::RememberedWindow(), "rbx");
|
||||
REXLOG_INFO(
|
||||
"native-render snapshot: RB+X, immediate single-frame capture "
|
||||
"at frame {}",
|
||||
g_frame_index);
|
||||
}
|
||||
combo_x_was = cx;
|
||||
if (ca && !combo_a_was) {
|
||||
skate3::native_scene::RequestSceneRingDump();
|
||||
REXLOG_INFO("native-render: RB+A, scene ring dump requested");
|
||||
}
|
||||
combo_a_was = ca;
|
||||
} else {
|
||||
pad_seen = false;
|
||||
combo_x_was = combo_a_was = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// F11: paired A/B parity capture; one keypress produces
|
||||
// shot_<ts>_native.png + shot_<ts>_emulated.png (same viewpoint, ~half a
|
||||
// second apart while the renderer toggles) + an immediate F10-style
|
||||
// capture taken back in native mode. Sequenced across guest frames so
|
||||
// each renderer has settled before its screenshot (the emulated pipeline
|
||||
// needs to recompose after suppression lifts).
|
||||
{
|
||||
enum class AbState { kIdle, kNativeSettle, kEmulatedSettle, kBackToNative };
|
||||
static AbState ab_state = AbState::kIdle;
|
||||
static uint64_t ab_resume_frame = 0;
|
||||
static char ab_tag[24] = {};
|
||||
static bool f11_was_down = false;
|
||||
const bool f11_down = (GetAsyncKeyState(VK_F11) & 0x8000) != 0;
|
||||
constexpr uint64_t kSettleFrames = 60;
|
||||
switch (ab_state) {
|
||||
case AbState::kIdle:
|
||||
if (f11_down && !f11_was_down && !g_collecting) {
|
||||
const std::time_t t = std::time(nullptr);
|
||||
std::tm tm{};
|
||||
localtime_s(&tm, &t);
|
||||
std::snprintf(ab_tag, sizeof(ab_tag), "%02d%02d%02d", tm.tm_hour, tm.tm_min,
|
||||
tm.tm_sec);
|
||||
// Ensure the sequence starts in NATIVE mode (the gsnap capture at
|
||||
// the end must record native-path scene data).
|
||||
if (!skate3::native_scene::Enabled()) {
|
||||
skate3::native_scene::ToggleSceneEnabled();
|
||||
}
|
||||
ab_state = AbState::kNativeSettle;
|
||||
ab_resume_frame = g_frame_index + kSettleFrames;
|
||||
REXLOG_INFO("native-render A/B capture: F11, tag {}", ab_tag);
|
||||
}
|
||||
break;
|
||||
case AbState::kNativeSettle:
|
||||
if (g_frame_index >= ab_resume_frame) {
|
||||
char tag[40];
|
||||
std::snprintf(tag, sizeof(tag), "%s_native", ab_tag);
|
||||
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
|
||||
skate3::native_scene::ToggleSceneEnabled(); // -> emulated
|
||||
ab_state = AbState::kEmulatedSettle;
|
||||
ab_resume_frame = g_frame_index + kSettleFrames;
|
||||
}
|
||||
break;
|
||||
case AbState::kEmulatedSettle:
|
||||
if (g_frame_index >= ab_resume_frame) {
|
||||
char tag[40];
|
||||
std::snprintf(tag, sizeof(tag), "%s_emulated", ab_tag);
|
||||
skate3::screenshot::CaptureWindow(skate3::screenshot::RememberedWindow(), tag);
|
||||
skate3::native_scene::ToggleSceneEnabled(); // -> native
|
||||
ab_state = AbState::kBackToNative;
|
||||
ab_resume_frame = g_frame_index + kSettleFrames;
|
||||
}
|
||||
break;
|
||||
case AbState::kBackToNative:
|
||||
if (g_frame_index >= ab_resume_frame && !g_collecting) {
|
||||
g_collecting = true;
|
||||
g_immediate = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(1);
|
||||
REXLOG_INFO(
|
||||
"native-render A/B capture: screenshots tagged {} done, immediate "
|
||||
"capture armed",
|
||||
ab_tag);
|
||||
ab_state = AbState::kIdle;
|
||||
}
|
||||
break;
|
||||
}
|
||||
f11_was_down = f11_down;
|
||||
}
|
||||
#endif
|
||||
if (!g_collecting && g_frame_index % 32 == 0) {
|
||||
const std::filesystem::path trigger = SnapshotDir() / "trigger";
|
||||
std::error_code ec;
|
||||
if (std::filesystem::exists(trigger, ec)) {
|
||||
std::filesystem::remove(trigger, ec);
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(
|
||||
uint32_t(REXCVAR_GET(skate3_native_render_snapshot_stride)));
|
||||
REXLOG_INFO("native-render snapshot: trigger file, armed at frame {} ({} meshes)",
|
||||
g_frame_index, mesh_count);
|
||||
}
|
||||
}
|
||||
// Photo display-card compose auto-trace: the first time the framed card
|
||||
// comes up in a session, record EVERY draw for ~360 frames + the memory
|
||||
// snapshot; the game's one-shot card compose (frame art / logo / caption
|
||||
// stamped over the photo) fires at an unpredictable moment within this
|
||||
// window, and the capture pins its draws, source textures and geometry.
|
||||
if (!g_collecting && REXCVAR_GET(skate3_native_render_photo_compose_trace)) {
|
||||
static bool s_compose_trace_done = false;
|
||||
if (!s_compose_trace_done && skate3::native_scene::PhotoCardVisible()) {
|
||||
s_compose_trace_done = true;
|
||||
REXCVAR_SET(skate3_native_render_snapshot_frames, 360);
|
||||
REXCVAR_SET(skate3_native_render_snapshot_stride, 1);
|
||||
REXCVAR_SET(skate3_native_render_snapshot_all_draws, true);
|
||||
g_collecting = true;
|
||||
g_collect_counter = 0;
|
||||
skate3::native_scene::StartRecording(1);
|
||||
REXLOG_INFO(
|
||||
"native-render snapshot: photo display card up - compose trace "
|
||||
"armed at frame {} (360 frames, all draws; snapshot cvars stay "
|
||||
"changed for this session)",
|
||||
g_frame_index);
|
||||
}
|
||||
}
|
||||
if (g_collecting) {
|
||||
// Immediate (F10) captures skip the arming frame: the scene-side
|
||||
// recording was only armed after this frame's BuildFrameScene ran, so
|
||||
// the first fully-recorded frame is the next one.
|
||||
const auto stride = g_immediate
|
||||
? uint64_t(2)
|
||||
: static_cast<uint64_t>(REXCVAR_GET(skate3_native_render_snapshot_stride));
|
||||
if (++g_collect_counter % stride == 0) {
|
||||
g_collected_frames.push_back({g_frame_index, std::move(g_current_frame)});
|
||||
const auto wanted = g_immediate
|
||||
? size_t(1)
|
||||
: static_cast<size_t>(REXCVAR_GET(skate3_native_render_snapshot_frames));
|
||||
if (g_collected_frames.size() >= wanted) {
|
||||
g_collecting = false;
|
||||
g_immediate = false;
|
||||
WriteSnapshotLocked(base);
|
||||
}
|
||||
}
|
||||
}
|
||||
skate3::native_scene::OnCaptureFrameEnd(base, g_frame_index,
|
||||
g_current_frame);
|
||||
|
||||
g_current_frame.clear();
|
||||
}
|
||||
|
|
@ -663,9 +259,7 @@ void Install() {
|
|||
}
|
||||
if (!g_announced.exchange(true)) {
|
||||
REXLOG_INFO(
|
||||
"native-render hook layer enabled (snapshot_min_meshes={}, snapshot_frames={})",
|
||||
REXCVAR_GET(skate3_native_render_snapshot_min_meshes),
|
||||
REXCVAR_GET(skate3_native_render_snapshot_frames));
|
||||
"native-render hook layer enabled");
|
||||
}
|
||||
skate3::native_scene::Install();
|
||||
}
|
||||
|
|
@ -1210,3 +804,4 @@ extern "C" REX_FUNC(sub_827C1D38) {
|
|||
skate3::native_palette::OnLwPack(base, entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue