mirror of
https://github.com/Lime3DS/Lime3DS.git
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06f3c90cfb
* common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
99 lines
2.7 KiB
C++
99 lines
2.7 KiB
C++
// Copyright 2016 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 <algorithm>
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#include <set>
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#include "common/file_util.h"
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#include "common/string_util.h"
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#include "core/file_sys/path_parser.h"
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namespace FileSys {
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PathParser::PathParser(const Path& path) {
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if (path.GetType() != LowPathType::Char && path.GetType() != LowPathType::Wchar) {
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is_valid = false;
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return;
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}
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auto path_string = path.AsString();
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if (path_string.size() == 0 || path_string[0] != '/') {
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is_valid = false;
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return;
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}
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// Filter out invalid characters for the host system.
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// Although some of these characters are valid on 3DS, they are unlikely to be used by games.
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if (std::find_if(path_string.begin(), path_string.end(), [](char c) {
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static const std::set<char> invalid_chars{'<', '>', '\\', '|', ':', '\"', '*', '?'};
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return invalid_chars.find(c) != invalid_chars.end();
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}) != path_string.end()) {
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is_valid = false;
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return;
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}
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path_sequence = Common::SplitString(path_string, '/');
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auto begin = path_sequence.begin();
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auto end = path_sequence.end();
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end = std::remove_if(begin, end, [](std::string& str) { return str == "" || str == "."; });
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path_sequence = std::vector<std::string>(begin, end);
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// checks if the path is out of bounds.
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int level = 0;
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for (auto& node : path_sequence) {
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if (node == "..") {
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--level;
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if (level < 0) {
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is_valid = false;
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return;
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}
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} else {
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++level;
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}
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}
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is_valid = true;
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is_root = level == 0;
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}
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PathParser::HostStatus PathParser::GetHostStatus(std::string_view mount_point) const {
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std::string path{mount_point};
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if (!FileUtil::IsDirectory(path))
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return InvalidMountPoint;
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if (path_sequence.empty()) {
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return DirectoryFound;
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}
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for (auto iter = path_sequence.begin(); iter != path_sequence.end() - 1; iter++) {
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if (path.back() != '/')
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path += '/';
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path += *iter;
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if (!FileUtil::Exists(path))
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return PathNotFound;
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if (FileUtil::IsDirectory(path))
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continue;
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return FileInPath;
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}
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path += "/" + path_sequence.back();
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if (!FileUtil::Exists(path))
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return NotFound;
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if (FileUtil::IsDirectory(path))
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return DirectoryFound;
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return FileFound;
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}
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std::string PathParser::BuildHostPath(std::string_view mount_point) const {
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std::string path{mount_point};
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for (auto& node : path_sequence) {
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if (path.back() != '/')
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path += '/';
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path += node;
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}
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return path;
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}
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} // namespace FileSys
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