Core / DolphinQt / InputCommon: reduce the number disk writes when using DynamicInputTextures

This commit is contained in:
iwubcode 2025-01-25 21:49:32 -06:00
parent 18979129f3
commit d03f9032c1
15 changed files with 102 additions and 42 deletions

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@ -71,8 +71,10 @@ JNIEXPORT void JNICALL
Java_org_dolphinemu_dolphinemu_features_input_model_controlleremu_EmulatedController_updateSingleControlReference(
JNIEnv* env, jobject obj, jobject control_reference)
{
return EmulatedControllerFromJava(env, obj)->UpdateSingleControlReference(
g_controller_interface, ControlReferenceFromJava(env, control_reference));
ControllerEmu::EmulatedController* controller = EmulatedControllerFromJava(env, obj);
controller->GetConfig()->GenerateControllerTextures();
return controller->UpdateSingleControlReference(g_controller_interface,
ControlReferenceFromJava(env, control_reference));
}
JNIEXPORT void JNICALL
@ -83,6 +85,7 @@ Java_org_dolphinemu_dolphinemu_features_input_model_controlleremu_EmulatedContro
controller->LoadDefaults(g_controller_interface);
controller->UpdateReferences(g_controller_interface);
controller->GetConfig()->GenerateControllerTextures();
}
JNIEXPORT void JNICALL
@ -96,6 +99,7 @@ Java_org_dolphinemu_dolphinemu_features_input_model_controlleremu_EmulatedContro
controller->LoadConfig(&section);
controller->UpdateReferences(g_controller_interface);
controller->GetConfig()->GenerateControllerTextures();
}
JNIEXPORT void JNICALL
@ -109,6 +113,7 @@ Java_org_dolphinemu_dolphinemu_features_input_model_controlleremu_EmulatedContro
controller->LoadConfig(ini.GetOrCreateSection("Profile"));
controller->UpdateReferences(g_controller_interface);
controller->GetConfig()->GenerateControllerTextures();
}
JNIEXPORT void JNICALL

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@ -493,8 +493,10 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
g_controller_interface.ChangeWindow(wsi.render_window);
Pad::LoadConfig();
Pad::GenerateDynamicInputTextures();
Pad::LoadGBAConfig();
Keyboard::LoadConfig();
Keyboard::GenerateDynamicInputTextures();
BootSessionData boot_session_data = std::move(boot->boot_session_data);
const std::optional<std::string>& savestate_path = boot_session_data.GetSavestatePath();
@ -528,6 +530,7 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
if (system.IsWii() && !Config::Get(Config::MAIN_BLUETOOTH_PASSTHROUGH_ENABLED))
{
Wiimote::LoadConfig();
Wiimote::GenerateDynamicInputTextures();
}
FreeLook::LoadInputConfig();

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@ -49,6 +49,11 @@ void LoadConfig()
s_config.LoadConfig();
}
void GenerateDynamicInputTextures()
{
s_config.GenerateControllerTextures();
}
ControllerEmu::ControlGroup* GetGroup(int port, KeyboardGroup group)
{
return static_cast<GCKeyboard*>(s_config.GetController(port))->GetGroup(group);

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@ -19,6 +19,7 @@ namespace Keyboard
void Shutdown();
void Initialize();
void LoadConfig();
void GenerateDynamicInputTextures();
InputConfig* GetConfig();
ControllerEmu::ControlGroup* GetGroup(int port, KeyboardGroup group);

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@ -46,6 +46,11 @@ void LoadConfig()
s_config.LoadConfig();
}
void GenerateDynamicInputTextures()
{
s_config.GenerateControllerTextures();
}
bool IsInitialized()
{
return !s_config.ControllersNeedToBeCreated();

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@ -20,6 +20,7 @@ namespace Pad
void Shutdown();
void Initialize();
void LoadConfig();
void GenerateDynamicInputTextures();
bool IsInitialized();
InputConfig* GetConfig();

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@ -211,6 +211,11 @@ void LoadConfig()
s_last_connect_request_counter.fill(0);
}
void GenerateDynamicInputTextures()
{
s_config.GenerateControllerTextures();
}
void Resume()
{
WiimoteReal::Resume();

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@ -78,6 +78,7 @@ void Shutdown();
void Initialize(InitializeMode init_mode);
void ResetAllWiimotes();
void LoadConfig();
void GenerateDynamicInputTextures();
void Resume();
void Pause();

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@ -16,6 +16,7 @@
#include "InputCommon/ControllerEmu/ControllerEmu.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/ControllerInterface/MappingCommon.h"
#include "InputCommon/InputConfig.h"
namespace MappingCommon
{
@ -135,6 +136,7 @@ public:
m_parent->Save();
m_parent->GetController()->UpdateSingleControlReference(g_controller_interface,
control_reference);
m_parent->GetController()->GetConfig()->GenerateControllerTextures();
}
void UpdateInputDetectionStartTimer()

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@ -322,6 +322,7 @@ void MappingWindow::OnLoadProfilePressed()
m_controller->LoadConfig(ini.GetOrCreateSection("Profile"));
m_controller->UpdateReferences(g_controller_interface);
m_controller->GetConfig()->GenerateControllerTextures();
const auto lock = GetController()->GetStateLock();
emit ConfigChanged();
@ -561,6 +562,7 @@ void MappingWindow::OnDefaultFieldsPressed()
{
m_controller->LoadDefaults(g_controller_interface);
m_controller->UpdateReferences(g_controller_interface);
m_controller->GetConfig()->GenerateControllerTextures();
const auto lock = GetController()->GetStateLock();
emit ConfigChanged();
@ -578,6 +580,7 @@ void MappingWindow::OnClearFieldsPressed()
m_controller->SetDefaultDevice(default_device);
m_controller->UpdateReferences(g_controller_interface);
m_controller->GetConfig()->GenerateControllerTextures();
const auto lock = GetController()->GetStateLock();
emit ConfigChanged();

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@ -12,6 +12,7 @@
#include "Core/Core.h"
#include "InputCommon/DynamicInputTextures/DITConfiguration.h"
#include "InputCommon/ImageOperations.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/TextureCacheBase.h"
@ -42,9 +43,34 @@ void DynamicInputTextureManager::Load()
void DynamicInputTextureManager::GenerateTextures(const Common::IniFile& file,
const std::vector<std::string>& controller_names)
{
DynamicInputTextures::OutputDetails output;
for (const auto& configuration : m_configuration)
{
(void)configuration.GenerateTextures(file, controller_names);
configuration.GenerateTextures(file, controller_names, &output);
}
const std::string& game_id = SConfig::GetInstance().GetGameID();
for (const auto& [generated_folder_name, images] : output)
{
const auto hi_res_folder = File::GetUserPath(D_HIRESTEXTURES_IDX) + generated_folder_name;
if (!File::IsDirectory(hi_res_folder))
{
File::CreateDir(hi_res_folder);
}
const auto game_id_folder = hi_res_folder + DIR_SEP + "gameids";
if (!File::IsDirectory(game_id_folder))
{
File::CreateDir(game_id_folder);
}
File::CreateEmptyFile(game_id_folder + DIR_SEP + game_id + ".txt");
for (const auto& [image_name, image] : images)
{
WriteImage(hi_res_folder + DIR_SEP + image_name, image);
}
}
}
} // namespace InputCommon

View File

@ -10,7 +10,6 @@
#include <picojson.h>
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/JsonUtil.h"
#include "Common/Logging/Log.h"
@ -68,26 +67,30 @@ Configuration::Configuration(const std::string& json_path)
Configuration::~Configuration() = default;
bool Configuration::GenerateTextures(const Common::IniFile& file,
const std::vector<std::string>& controller_names) const
void Configuration::GenerateTextures(const Common::IniFile& file,
const std::vector<std::string>& controller_names,
OutputDetails* output) const
{
bool any_dirty = false;
for (const auto& texture_data : m_dynamic_input_textures)
{
any_dirty |= GenerateTexture(file, controller_names, texture_data);
GenerateTexture(file, controller_names, texture_data, output);
}
return any_dirty;
}
bool Configuration::GenerateTexture(const Common::IniFile& file,
void Configuration::GenerateTexture(const Common::IniFile& file,
const std::vector<std::string>& controller_names,
const Data& texture_data) const
const Data& texture_data, OutputDetails* output) const
{
// Two copies of the loaded texture
// The first one is used as a fallback if a key or device isn't mapped
// the second one is used as the final image to write to the textures directory
const auto original_image = LoadImage(m_base_path + texture_data.m_image_name);
if (!original_image)
{
ERROR_LOG_FMT(VIDEO, "Failed to load image '{}' needed for dynamic input texture generation",
texture_data.m_image_name);
return;
}
auto image_to_write = original_image;
bool dirty = false;
@ -179,25 +182,8 @@ bool Configuration::GenerateTexture(const Common::IniFile& file,
if (dirty)
{
const std::string& game_id = SConfig::GetInstance().GetGameID();
const auto hi_res_folder =
File::GetUserPath(D_HIRESTEXTURES_IDX) + texture_data.m_generated_folder_name;
if (!File::IsDirectory(hi_res_folder))
{
File::CreateDir(hi_res_folder);
}
WriteImage(hi_res_folder + DIR_SEP + texture_data.m_hires_texture_name, *image_to_write);
const auto game_id_folder = hi_res_folder + DIR_SEP + "gameids";
if (!File::IsDirectory(game_id_folder))
{
File::CreateDir(game_id_folder);
}
File::CreateEmptyFile(game_id_folder + DIR_SEP + game_id + ".txt");
return true;
(*output)[texture_data.m_generated_folder_name][texture_data.m_hires_texture_name] =
std::move(*image_to_write);
}
return false;
}
} // namespace InputCommon::DynamicInputTextures

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@ -3,11 +3,13 @@
#pragma once
#include <map>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "InputCommon/DynamicInputTextures/DITData.h"
#include "InputCommon/ImageOperations.h"
namespace Common
{
@ -16,18 +18,21 @@ class IniFile;
namespace InputCommon::DynamicInputTextures
{
// Output folder name to image name to image data
using OutputDetails = std::map<std::string, std::map<std::string, ImagePixelData>>;
class Configuration
{
public:
explicit Configuration(const std::string& json_path);
~Configuration();
bool GenerateTextures(const Common::IniFile& file,
const std::vector<std::string>& controller_names) const;
void GenerateTextures(const Common::IniFile& file,
const std::vector<std::string>& controller_names,
OutputDetails* output) const;
private:
bool GenerateTexture(const Common::IniFile& file,
const std::vector<std::string>& controller_names,
const Data& texture_data) const;
void GenerateTexture(const Common::IniFile& file,
const std::vector<std::string>& controller_names, const Data& texture_data,
OutputDetails* output) const;
std::vector<Data> m_dynamic_input_textures;
std::string m_base_path;

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@ -35,8 +35,6 @@ bool InputConfig::LoadConfig()
static constexpr std::array<std::string_view, MAX_BBMOTES> num = {"1", "2", "3", "4", "BB"};
std::string profile[MAX_BBMOTES];
m_dynamic_input_tex_config_manager.Load();
if (SConfig::GetInstance().GetGameID() != "00000000")
{
const std::string profile_directory = GetUserProfileDirectoryPath();
@ -102,8 +100,6 @@ bool InputConfig::LoadConfig()
// Next profile
n++;
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
return true;
}
else
@ -139,8 +135,6 @@ void InputConfig::SaveConfig()
controller_names.push_back(controller->GetName());
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
inifile.Save(ini_filename);
}
@ -210,6 +204,8 @@ bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
void InputConfig::GenerateControllerTextures(const Common::IniFile& file)
{
m_dynamic_input_tex_config_manager.Load();
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
@ -218,3 +214,18 @@ void InputConfig::GenerateControllerTextures(const Common::IniFile& file)
m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
}
void InputConfig::GenerateControllerTextures()
{
const std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
Common::IniFile inifile;
inifile.Load(ini_filename);
for (auto& controller : m_controllers)
{
controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
}
GenerateControllerTextures(inifile);
}

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@ -55,6 +55,7 @@ public:
void UnregisterHotplugCallback();
void GenerateControllerTextures(const Common::IniFile& file);
void GenerateControllerTextures();
private:
ControllerInterface::HotplugCallbackHandle m_hotplug_callback_handle;