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https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 09:32:30 -06:00
texture replacement (also messy)
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deff865ac9
commit
f866b2a917
1 changed files with 57 additions and 26 deletions
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@ -854,6 +854,25 @@ void CachedSurface::FlushGLBuffer(PAddr flush_start, PAddr flush_end) {
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}
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}
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// TODO: move this function to a better place
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void FlipRGBA8Texture(std::vector<u8>& tex, u64 width, u64 height) {
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assert(tex.size() = width * height * 4);
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const u64 line_size = width * 4;
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// Thanks MSVC for not being able to make variable length arrays
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u8* temp_row = new u8[line_size];
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u32 offset_1;
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u32 offset_2;
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for (u64 line = 0; line < height / 2; line++) {
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offset_1 = line * line_size;
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offset_2 = (height - line - 1) * line_size;
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// Swap lines
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std::memcpy(temp_row, &tex[offset_1], line_size);
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std::memcpy(&tex[offset_1], &tex[offset_2], line_size);
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std::memcpy(&tex[offset_2], temp_row, line_size);
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}
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delete[] temp_row;
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}
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MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 192, 64));
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void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint read_fb_handle,
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GLuint draw_fb_handle) {
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@ -865,8 +884,13 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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ASSERT(gl_buffer_size == width * height * GetGLBytesPerPixel(pixel_format));
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// Decode and dump texture if texture dumping is enabled
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// or read texture and replace
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bool should_dump = false;
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bool should_use_custom_tex = false;
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std::string dump_path;
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std::vector<u8> decoded_png;
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u32 png_width;
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u32 png_height;
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if (Settings::values.dump_textures) {
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dump_path = fmt::format("{}/textures", FileUtil::GetUserPath(FileUtil::UserPath::DumpDir));
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if (!FileUtil::IsDirectory(dump_path))
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@ -880,8 +904,17 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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const u64 tex_hash = Common::ComputeHash64(gl_buffer.get(), gl_buffer_size);
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dump_path += fmt::format("/tex1_{}x{}_{:016X}_{}.png", width, height, tex_hash,
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static_cast<u32>(pixel_format));
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if (!FileUtil::Exists(dump_path)) {
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if (!FileUtil::Exists(dump_path))
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should_dump = true;
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else {
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u32 lodepng_ret = lodepng::decode(decoded_png, png_width, png_height, dump_path);
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if (lodepng_ret)
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LOG_CRITICAL(Render_OpenGL, "Failed to load custom texture: {}",
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lodepng_error_text(lodepng_ret));
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else {
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FlipRGBA8Texture(decoded_png, png_width, png_height);
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should_use_custom_tex = true;
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}
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}
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}
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@ -896,7 +929,7 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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// If not 1x scale, create 1x texture that we will blit from to replace texture subrect in
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// surface
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OGLTexture unscaled_tex;
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if (res_scale != 1) {
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if (res_scale != 1 && !should_use_custom_tex) {
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x0 = 0;
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y0 = 0;
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@ -913,39 +946,37 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT
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ASSERT(stride * GetGLBytesPerPixel(pixel_format) % 4 == 0);
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if (!should_use_custom_tex) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride));
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, static_cast<GLsizei>(rect.GetWidth()),
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static_cast<GLsizei>(rect.GetHeight()), tuple.format, tuple.type,
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&gl_buffer[buffer_offset]);
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} else {
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AllocateSurfaceTexture(texture.handle, GetFormatTuple(PixelFormat::RGBA8), png_width,
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png_height);
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cur_state.texture_units[0].texture_2d = texture.handle;
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cur_state.Apply();
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// always going to be using rgba8
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(png_width));
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glActiveTexture(GL_TEXTURE0);
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// todo: properly handle offsets
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glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, png_width, png_height, GL_RGBA, GL_UNSIGNED_BYTE,
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decoded_png.data());
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}
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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if (should_dump) {
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// Dump texture to RGBA8 and encode as PNG
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LOG_INFO(Render_OpenGL, "Dumping texture to {}", dump_path);
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std::vector<u8> decoded_texture;
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std::vector<u8> png;
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decoded_texture.resize(width * height * 4);
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decoded_texture.resize(rect.GetWidth() * rect.GetHeight() * 4);
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glBindTexture(GL_TEXTURE_2D, target_tex);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded_texture[0]);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Flip the RGBA8 texture
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assert(rgba8_tex.size() = width * height * 4);
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const u64 line_size = width * 4;
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// Thanks MSVC for not being able to make variable length arrays
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u8* temp_row = new u8[line_size];
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u32 offset_1;
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u32 offset_2;
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for (u64 line = 0; line < height / 2; line++) {
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offset_1 = line * line_size;
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offset_2 = (height - line - 1) * line_size;
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// Swap lines
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std::memcpy(temp_row, &decoded_texture[offset_1], line_size);
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std::memcpy(&decoded_texture[offset_1], &decoded_texture[offset_2], line_size);
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std::memcpy(&decoded_texture[offset_2], temp_row, line_size);
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}
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delete temp_row;
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FlipRGBA8Texture(decoded_texture, width, height);
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u32 png_error = lodepng::encode(dump_path, decoded_texture, width, height);
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if (png_error) {
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LOG_CRITICAL(Render_OpenGL, "Failed to save decoded texture! {}",
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@ -956,7 +987,7 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
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cur_state.texture_units[0].texture_2d = old_tex;
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cur_state.Apply();
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if (res_scale != 1) {
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if (res_scale != 1 && !should_use_custom_tex) {
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auto scaled_rect = rect;
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scaled_rect.left *= res_scale;
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scaled_rect.top *= res_scale;
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