steamcompmgr: Make out of screenshot images not fatal
This shouldn't crash...
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1d468679da
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10d28b9cb3
1 changed files with 98 additions and 91 deletions
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@ -2824,8 +2824,8 @@ paint_all(bool async)
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std::shared_ptr<CVulkanTexture> pScreenshotTexture = vulkan_acquire_screenshot_texture(g_nOutputWidth, g_nOutputHeight, false, drmCaptureFormat);
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assert( pScreenshotTexture != nullptr );
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if ( pScreenshotTexture )
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{
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// Basically no color mgmt applied for screenshots. (aside from being able to handle HDR content with LUTs)
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for ( uint32_t nInputEOTF = 0; nInputEOTF < EOTF_Count; nInputEOTF++ )
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{
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@ -2933,6 +2933,13 @@ paint_all(bool async)
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takeScreenshot = false;
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}
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else
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{
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xwm_log.errorf( "Oh no, we ran out of screenshot images. Not actually writing a screenshot." );
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XDeleteProperty( root_ctx->dpy, root_ctx->root, root_ctx->atoms.gamescopeScreenShotAtom );
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takeScreenshot = false;
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}
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}
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gpuvis_trace_end_ctx_printf( paintID, "paint_all" );
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gpuvis_trace_printf( "paint_all %i layers, composite %i", (int)frameInfo.layerCount, bDoComposite );
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