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synced 2026-08-11 19:35:59 -05:00
Fix issues when saving folder is not created
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CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:win64 flags:-A x64 name:Windows VS2022 x64 os:windows-2022]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:winarm64 flags:-A ARM64 name:Windows VS2022 ARM os:windows-2022]) (push) Waiting to run
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CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:linux32 flags:32 name:Linux GCC 32 os:ubuntu-latest]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:linux64 flags:64 name:Linux GCC x64 os:ubuntu-latest]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:linuxarm32 flags:arm32 name:Linux GCC ARM 32 os:ubuntu-latest]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:linuxarm64 flags:arm64 name:Linux GCC ARM 64 os:ubuntu-latest]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:macos name:macOS Apple Silicon os:macos-14]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:win32 flags:-A Win32 name:Windows VS2022 Win32 os:windows-2022]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:win64 flags:-A x64 name:Windows VS2022 x64 os:windows-2022]) (push) Waiting to run
CD / ${{ matrix.platform.name }} ${{ matrix.config.name }} (map[flags:-DBUILD_SHARED_LIBS=FALSE name:Static], map[artifact_name:winarm64 flags:-A ARM64 name:Windows VS2022 ARM os:windows-2022]) (push) Waiting to run
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@@ -24,9 +24,9 @@ const std::string no_effect_fragment_shader = \
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static bool loaded_shaders = false;
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static int n_shader_refs = 0;
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static sf::Shader *base_shader;
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static sf::Shader *base_shader = NULL;
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WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, DisplayData* display_data, AudioData* audio_data, ExtraButtonShortcuts* extra_button_shortcuts, ConsumerMutex *draw_lock) {
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WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, DisplayData* display_data, AudioData* audio_data, ExtraButtonShortcuts* extra_button_shortcuts, ConsumerMutex *draw_lock, bool created_proper_folder) {
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this->draw_lock = draw_lock;
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this->m_stype = stype;
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insert_basic_crops(this->possible_crops, this->m_stype, false, false);
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@@ -70,7 +70,7 @@ WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, Disp
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this->capture_status = capture_status;
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if(this->display_data->mono_app_mode && this->m_stype == ScreenType::JOINT)
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this->m_info.is_fullscreen = true;
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if(!loaded_shaders) {
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if(sf::Shader::isAvailable() && (!loaded_shaders)) {
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base_shader = new sf::Shader();
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if(base_shader->loadFromMemory(no_effect_fragment_shader, sf::Shader::Type::Fragment))
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loaded_shaders = true;
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@@ -80,6 +80,7 @@ WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, Disp
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this->in_bot_shader = base_shader;
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this->top_shader = base_shader;
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this->bot_shader = base_shader;
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this->created_proper_folder = created_proper_folder;
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}
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WindowScreen::~WindowScreen() {
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@@ -91,7 +92,7 @@ WindowScreen::~WindowScreen() {
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FPSArrayDestroy(&this->in_fps);
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FPSArrayDestroy(&this->draw_fps);
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FPSArrayDestroy(&this->poll_fps);
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if(n_shader_refs == 1) {
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if(sf::Shader::isAvailable() && (n_shader_refs == 1)) {
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delete base_shader;
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loaded_shaders = false;
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}
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@@ -494,11 +495,12 @@ void WindowScreen::post_texture_conversion_processing(out_rect_data &rect_data,
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else {
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rect_data.out_tex.clear();
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if(this->capture_status->connected && actually_draw) {
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sf::Shader* chosen_shader = this->in_top_shader;
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if(!is_top)
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chosen_shader = this->in_bot_shader;
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if(sf::Shader::isAvailable())
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if(sf::Shader::isAvailable()) {
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sf::Shader* chosen_shader = this->in_top_shader;
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if(!is_top)
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chosen_shader = this->in_bot_shader;
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rect_data.out_tex.draw(in_rect, chosen_shader);
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}
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else
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rect_data.out_tex.draw(in_rect);
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//Place postprocessing effects here
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