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authordegasus <wickmarkus@web.de>2016-11-04 18:19:35 +0100
committerdegasus <wickmarkus@web.de>2016-11-04 18:35:42 +0100
commitbe29090aaea5482234c06e1220a22797aad0b114 (patch)
tree436e4b6a686f6f64ad5fbf5eeeb9a25882049dce /Source/Core/VideoBackends/D3D/Render.cpp
parentdad5041737053a75c58123c637c28c350d99dd08 (diff)
AVIDump: Add a struct for the state.
So AddFrame use no global state and can be threaded well.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index aa52ffc4ed..bf0b487276 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -824,8 +824,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
+ AVIDump::Frame state = AVIDump::FetchState(ticks);
DumpFrameData(reinterpret_cast<const u8*>(map.pData), source_width, source_height, map.RowPitch,
- ticks);
+ state);
FinishFrameData();
D3D::context->Unmap(s_screenshot_texture, 0);