mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-28 10:41:52 +01:00
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
24 lines
725 B
C++
24 lines
725 B
C++
// Copyright 2019 Citra Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <algorithm>
|
|
#include "common/assert.h"
|
|
#include "common/texture.h"
|
|
|
|
namespace Common {
|
|
|
|
void FlipRGBA8Texture(std::span<u8> tex, u32 width, u32 height) {
|
|
ASSERT(tex.size() == width * height * 4);
|
|
const u32 line_size = width * 4;
|
|
for (u32 line = 0; line < height / 2; line++) {
|
|
const u32 offset_1 = line * line_size;
|
|
const u32 offset_2 = (height - line - 1) * line_size;
|
|
// Swap lines
|
|
std::swap_ranges(tex.begin() + offset_1, tex.begin() + offset_1 + line_size,
|
|
tex.begin() + offset_2);
|
|
}
|
|
}
|
|
|
|
} // namespace Common
|