Use libpng for saving images.
TODO: Needs threading done similiar to OGL backend. Fixes issue 6779.
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@@ -694,7 +694,7 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
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// ready to be saved
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HRESULT hr = D3D::TextureToPng(map, UTF8ToUTF16(filename.c_str()).c_str(), rc.GetWidth(), rc.GetHeight(), false);
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HRESULT hr = D3D::TextureToPng(map, filename.c_str(), rc.GetWidth(), rc.GetHeight(), false);
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D3D::context->Unmap(s_screenshot_texture, 0);
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if (SUCCEEDED(hr))
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