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https://github.com/hrydgard/ppsspp.git
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f98bafb73d
It's in several places.
255 lines
7.2 KiB
C++
255 lines
7.2 KiB
C++
#include <algorithm>
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#include "Common/GPU/thin3d.h"
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#include "ext/jpge/jpgd.h"
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#include "Common/UI/View.h"
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#include "Common/UI/Context.h"
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#include "Common/Render/DrawBuffer.h"
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#include "Common/Data/Color/RGBAUtil.h"
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#include "Common/Data/Format/ZIMLoad.h"
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#include "Common/Data/Format/PNGLoad.h"
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#include "Common/Math/math_util.h"
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#include "Common/Math/curves.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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#include "UI/TextureUtil.h"
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#include "UI/GameInfoCache.h"
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static Draw::DataFormat ZimToT3DFormat(int zim) {
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switch (zim) {
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case ZIM_RGBA8888: return Draw::DataFormat::R8G8B8A8_UNORM;
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default: return Draw::DataFormat::R8G8B8A8_UNORM;
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}
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}
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static ImageFileType DetectImageFileType(const uint8_t *data, size_t size) {
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if (size < 4) {
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return TYPE_UNKNOWN;
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}
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if (!memcmp(data, "ZIMG", 4)) {
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return ZIM;
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}
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else if (!memcmp(data, "\x89\x50\x4E\x47", 4)) {
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return PNG;
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}
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else if (!memcmp(data, "\xff\xd8\xff\xe0", 4) || !memcmp(data, "\xff\xd8\xff\xe1", 4)) {
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return JPEG;
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}
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else {
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return TYPE_UNKNOWN;
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}
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}
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static bool LoadTextureLevels(const uint8_t *data, size_t size, ImageFileType type, int width[16], int height[16], int *num_levels, Draw::DataFormat *fmt, uint8_t *image[16], int *zim_flags) {
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if (type == DETECT) {
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type = DetectImageFileType(data, size);
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}
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if (type == TYPE_UNKNOWN) {
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ERROR_LOG(G3D, "File (size: %d) has unknown format", (int)size);
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return false;
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}
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*num_levels = 0;
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*zim_flags = 0;
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switch (type) {
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case ZIM:
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{
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*num_levels = LoadZIMPtr((const uint8_t *)data, size, width, height, zim_flags, image);
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*fmt = ZimToT3DFormat(*zim_flags & ZIM_FORMAT_MASK);
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}
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break;
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case PNG:
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if (1 == pngLoadPtr((const unsigned char *)data, size, &width[0], &height[0], &image[0])) {
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*num_levels = 1;
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*fmt = Draw::DataFormat::R8G8B8A8_UNORM;
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if (!image[0]) {
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ERROR_LOG(IO, "WTF");
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return false;
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}
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} else {
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ERROR_LOG(IO, "PNG load failed");
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return false;
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}
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break;
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case JPEG:
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{
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int actual_components = 0;
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unsigned char *jpegBuf = jpgd::decompress_jpeg_image_from_memory(data, (int)size, &width[0], &height[0], &actual_components, 4);
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if (jpegBuf) {
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*num_levels = 1;
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*fmt = Draw::DataFormat::R8G8B8A8_UNORM;
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image[0] = (uint8_t *)jpegBuf;
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}
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}
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break;
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default:
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ERROR_LOG(IO, "Unsupported image format %d", (int)type);
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return false;
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}
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return *num_levels > 0;
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}
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bool ManagedTexture::LoadFromFileData(const uint8_t *data, size_t dataSize, ImageFileType type, bool generateMips, const char *name) {
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generateMips_ = generateMips;
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using namespace Draw;
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int width[16]{}, height[16]{};
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uint8_t *image[16]{};
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int num_levels = 0;
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int zim_flags = 0;
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DataFormat fmt;
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if (!LoadTextureLevels(data, dataSize, type, width, height, &num_levels, &fmt, image, &zim_flags)) {
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return false;
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}
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_assert_(image[0] != nullptr);
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if (num_levels < 0 || num_levels >= 16) {
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ERROR_LOG(IO, "Invalid num_levels: %d. Falling back to one. Image: %dx%d", num_levels, width[0], height[0]);
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num_levels = 1;
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}
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// Free the old texture, if any.
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if (texture_) {
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delete texture_;
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texture_ = nullptr;
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}
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int potentialLevels = std::min(log2i(width[0]), log2i(height[0]));
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if (width[0] > 0 && height[0] > 0) {
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TextureDesc desc{};
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desc.type = TextureType::LINEAR2D;
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desc.format = fmt;
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desc.width = width[0];
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desc.height = height[0];
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desc.depth = 1;
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desc.mipLevels = generateMips ? potentialLevels : num_levels;
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desc.generateMips = generateMips && potentialLevels > num_levels;
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desc.tag = name;
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for (int i = 0; i < num_levels; i++) {
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desc.initData.push_back(image[i]);
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}
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texture_ = draw_->CreateTexture(desc);
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}
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for (int i = 0; i < num_levels; i++) {
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if (image[i])
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free(image[i]);
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}
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return texture_ != nullptr;
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}
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bool ManagedTexture::LoadFromFile(const std::string &filename, ImageFileType type, bool generateMips) {
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generateMips_ = generateMips;
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size_t fileSize;
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uint8_t *buffer = VFSReadFile(filename.c_str(), &fileSize);
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if (!buffer) {
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filename_ = "";
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ERROR_LOG(IO, "Failed to read file '%s'", filename.c_str());
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return false;
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}
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bool retval = LoadFromFileData(buffer, fileSize, type, generateMips, filename.c_str());
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if (retval) {
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filename_ = filename;
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} else {
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filename_ = "";
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ERROR_LOG(IO, "Failed to load texture '%s'", filename.c_str());
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}
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delete[] buffer;
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return retval;
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}
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std::unique_ptr<ManagedTexture> CreateTextureFromFile(Draw::DrawContext *draw, const char *filename, ImageFileType type, bool generateMips) {
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if (!draw)
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return std::unique_ptr<ManagedTexture>();
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// TODO: Load the texture on a background thread.
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ManagedTexture *mtex = new ManagedTexture(draw);
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if (!mtex->LoadFromFile(filename, type, generateMips)) {
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delete mtex;
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return std::unique_ptr<ManagedTexture>();
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}
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return std::unique_ptr<ManagedTexture>(mtex);
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}
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void ManagedTexture::DeviceLost() {
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INFO_LOG(G3D, "ManagedTexture::DeviceLost(%s)", filename_.c_str());
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if (texture_)
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texture_->Release();
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texture_ = nullptr;
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}
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void ManagedTexture::DeviceRestored(Draw::DrawContext *draw) {
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INFO_LOG(G3D, "ManagedTexture::DeviceRestored(%s)", filename_.c_str());
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_assert_(!texture_);
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draw_ = draw;
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// Vulkan: Can't load textures before the first frame has started.
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// Should probably try to lift that restriction again someday..
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loadPending_ = true;
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}
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Draw::Texture *ManagedTexture::GetTexture() {
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if (loadPending_) {
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if (!LoadFromFile(filename_, ImageFileType::DETECT, generateMips_)) {
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ERROR_LOG(IO, "ManagedTexture failed: '%s'", filename_.c_str());
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}
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loadPending_ = false;
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}
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return texture_;
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}
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// TODO: Remove the code duplication between this and LoadFromFileData
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std::unique_ptr<ManagedTexture> CreateTextureFromFileData(Draw::DrawContext *draw, const uint8_t *data, int size, ImageFileType type, bool generateMips, const char *name) {
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if (!draw)
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return std::unique_ptr<ManagedTexture>();
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ManagedTexture *mtex = new ManagedTexture(draw);
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if (mtex->LoadFromFileData(data, size, type, generateMips, name)) {
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return std::unique_ptr<ManagedTexture>(mtex);
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} else {
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// Best to return a null pointer if we fail!
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delete mtex;
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return std::unique_ptr<ManagedTexture>();
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}
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}
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void GameIconView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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w = textureWidth_;
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h = textureHeight_;
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}
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void GameIconView::Draw(UIContext &dc) {
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using namespace UI;
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std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);
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if (!info->icon.texture) {
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return;
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}
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textureWidth_ = info->icon.texture->Width() * scale_;
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textureHeight_ = info->icon.texture->Height() * scale_;
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// Fade icon with the backgrounds.
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double loadTime = info->icon.timeLoaded;
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auto pic = info->GetBGPic();
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if (pic) {
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loadTime = std::max(loadTime, pic->timeLoaded);
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}
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uint32_t color = whiteAlpha(ease((time_now_d() - loadTime) * 3));
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// Adjust size so we don't stretch the image vertically or horizontally.
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// Make sure it's not wider than 144 (like Doom Legacy homebrew), ugly in the grid mode.
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float nw = std::min(bounds_.h * textureWidth_ / textureHeight_, (float)bounds_.w);
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dc.Flush();
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dc.GetDrawContext()->BindTexture(0, info->icon.texture->GetTexture());
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dc.Draw()->Rect(bounds_.x, bounds_.y, nw, bounds_.h, color);
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dc.Flush();
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dc.RebindTexture();
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}
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