ppsspp/UI/TextureUtil.cpp

255 lines
7.2 KiB
C++

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