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https://github.com/Lime3DS/Lime3DS.git
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b82d4315fe
Removes direct usages of Core::System::GetInstance() and instead passes the direct necessities through the interface.
110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
// Copyright 2019 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <fmt/format.h>
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#include "common/file_util.h"
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#include "common/texture.h"
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#include "core.h"
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#include "core/custom_tex_cache.h"
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namespace Core {
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CustomTexCache::CustomTexCache() = default;
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CustomTexCache::~CustomTexCache() = default;
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bool CustomTexCache::IsTextureDumped(u64 hash) const {
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return dumped_textures.count(hash);
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}
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void CustomTexCache::SetTextureDumped(const u64 hash) {
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dumped_textures.insert(hash);
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}
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bool CustomTexCache::IsTextureCached(u64 hash) const {
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return custom_textures.count(hash);
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}
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const CustomTexInfo& CustomTexCache::LookupTexture(u64 hash) const {
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return custom_textures.at(hash);
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}
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void CustomTexCache::CacheTexture(u64 hash, const std::vector<u8>& tex, u32 width, u32 height) {
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custom_textures[hash] = {width, height, tex};
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}
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void CustomTexCache::AddTexturePath(u64 hash, const std::string& path) {
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if (custom_texture_paths.count(hash))
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LOG_ERROR(Core, "Textures {} and {} conflict!", custom_texture_paths[hash].path, path);
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else
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custom_texture_paths[hash] = {path, hash};
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}
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void CustomTexCache::FindCustomTextures(u64 program_id) {
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// Custom textures are currently stored as
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// [TitleID]/tex1_[width]x[height]_[64-bit hash]_[format].png
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const std::string load_path = fmt::format(
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"{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir), program_id);
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if (FileUtil::Exists(load_path)) {
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FileUtil::FSTEntry texture_dir;
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std::vector<FileUtil::FSTEntry> textures;
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// 64 nested folders should be plenty for most cases
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FileUtil::ScanDirectoryTree(load_path, texture_dir, 64);
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FileUtil::GetAllFilesFromNestedEntries(texture_dir, textures);
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for (const auto& file : textures) {
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if (file.isDirectory)
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continue;
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if (file.virtualName.substr(0, 5) != "tex1_")
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continue;
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u32 width;
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u32 height;
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u64 hash;
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u32 format; // unused
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// TODO: more modern way of doing this
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if (std::sscanf(file.virtualName.c_str(), "tex1_%ux%u_%llX_%u.png", &width, &height,
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&hash, &format) == 4) {
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AddTexturePath(hash, file.physicalName);
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}
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}
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}
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}
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void CustomTexCache::PreloadTextures(Frontend::ImageInterface& image_interface) {
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for (const auto& path : custom_texture_paths) {
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const auto& path_info = path.second;
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Core::CustomTexInfo tex_info;
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if (image_interface.DecodePNG(tex_info.tex, tex_info.width, tex_info.height,
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path_info.path)) {
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// Make sure the texture size is a power of 2
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std::bitset<32> width_bits(tex_info.width);
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std::bitset<32> height_bits(tex_info.height);
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if (width_bits.count() == 1 && height_bits.count() == 1) {
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LOG_DEBUG(Render_OpenGL, "Loaded custom texture from {}", path_info.path);
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Common::FlipRGBA8Texture(tex_info.tex, tex_info.width, tex_info.height);
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CacheTexture(path_info.hash, tex_info.tex, tex_info.width, tex_info.height);
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} else {
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LOG_ERROR(Render_OpenGL, "Texture {} size is not a power of 2", path_info.path);
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}
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} else {
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LOG_ERROR(Render_OpenGL, "Failed to load custom texture {}", path_info.path);
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}
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}
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}
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bool CustomTexCache::CustomTextureExists(u64 hash) const {
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return custom_texture_paths.count(hash);
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}
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const CustomTexPathInfo& CustomTexCache::LookupTexturePathInfo(u64 hash) const {
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return custom_texture_paths.at(hash);
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}
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bool CustomTexCache::IsTexturePathMapEmpty() const {
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return custom_texture_paths.size() == 0;
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}
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} // namespace Core
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