Lime3DS/src/common/texture.cpp
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* 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
2023-04-27 07:38:28 +03:00

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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