forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			165 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstring>
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#include <string>
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#include <utility>
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#include <SOIL/SOIL.h>
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#include "Common/CommonPaths.h"
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#include "Common/FileSearch.h"
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/HiresTextures.h"
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namespace HiresTextures
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{
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static std::map<std::string, std::string> textureMap;
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void Init(const std::string& gameCode)
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{
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	textureMap.clear();
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	CFileSearch::XStringVector Directories;
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	std::string szDir = StringFromFormat("%s%s", File::GetUserPath(D_HIRESTEXTURES_IDX).c_str(), gameCode.c_str());
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	Directories.push_back(szDir);
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	for (u32 i = 0; i < Directories.size(); i++)
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	{
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		File::FSTEntry FST_Temp;
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		File::ScanDirectoryTree(Directories[i], FST_Temp);
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		for (auto& entry : FST_Temp.children)
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		{
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			if (entry.isDirectory)
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			{
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				bool duplicate = false;
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				for (auto& Directory : Directories)
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				{
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					if (Directory == entry.physicalName)
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					{
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						duplicate = true;
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						break;
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					}
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				}
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				if (!duplicate)
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					Directories.push_back(entry.physicalName);
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			}
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		}
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	}
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	CFileSearch::XStringVector Extensions = {
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		"*.png",
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		"*.bmp",
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		"*.tga",
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		"*.dds",
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		"*.jpg" // Why not? Could be useful for large photo-like textures
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	};
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	CFileSearch FileSearch(Extensions, Directories);
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	const CFileSearch::XStringVector& rFilenames = FileSearch.GetFileNames();
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	const std::string code = StringFromFormat("%s_", gameCode.c_str());
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	if (rFilenames.size() > 0)
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	{
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		for (auto& rFilename : rFilenames)
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		{
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			std::string FileName;
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			SplitPath(rFilename, nullptr, &FileName, nullptr);
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			if (FileName.substr(0, code.length()).compare(code) == 0 && textureMap.find(FileName) == textureMap.end())
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				textureMap.insert(std::map<std::string, std::string>::value_type(FileName, rFilename));
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		}
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	}
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}
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bool HiresTexExists(const std::string& filename)
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{
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	return textureMap.find(filename) != textureMap.end();
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}
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PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsigned int* pHeight, unsigned int* required_size, int texformat, unsigned int data_size, u8* data)
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{
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	if (textureMap.find(filename) == textureMap.end())
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		return PC_TEX_FMT_NONE;
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	int width;
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	int height;
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	int channels;
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	File::IOFile file;
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	file.Open(textureMap[filename], "rb");
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	std::vector<u8> buffer(file.GetSize());
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	file.ReadBytes(buffer.data(), file.GetSize());
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	u8* temp = SOIL_load_image_from_memory(buffer.data(), (int)buffer.size(), &width, &height, &channels, SOIL_LOAD_RGBA);
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	if (temp == nullptr)
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	{
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		ERROR_LOG(VIDEO, "Custom texture %s failed to load", textureMap[filename].c_str());
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		return PC_TEX_FMT_NONE;
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	}
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	*pWidth = width;
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	*pHeight = height;
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	//int offset = 0;
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	PC_TexFormat returnTex = PC_TEX_FMT_NONE;
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	// TODO(neobrain): This function currently has no way to enforce RGBA32
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	// output, which however is required on some configurations to function
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	// properly. As a lazy workaround, we hence disable the optimized code
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	// path for now.
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#if 0
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	switch (texformat)
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	{
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	case GX_TF_I4:
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	case GX_TF_I8:
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	case GX_TF_IA4:
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	case GX_TF_IA8:
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		*required_size = width * height * 8;
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		if (data_size < *required_size)
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			goto cleanup;
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		for (int i = 0; i < width * height * 4; i += 4)
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		{
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			// Rather than use a luminosity function, just use the most intense color for luminance
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			// TODO(neobrain): Isn't this kind of.. stupid?
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			data[offset++] = *std::max_element(temp+i, temp+i+3);
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			data[offset++] = temp[i+3];
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		}
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		returnTex = PC_TEX_FMT_IA8;
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		break;
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	default:
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		*required_size = width * height * 4;
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		if (data_size < *required_size)
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			goto cleanup;
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		memcpy(data, temp, width * height * 4);
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		returnTex = PC_TEX_FMT_RGBA32;
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		break;
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	}
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#else
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	*required_size = width * height * 4;
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	if (data_size < *required_size)
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		goto cleanup;
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	memcpy(data, temp, width * height * 4);
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	returnTex = PC_TEX_FMT_RGBA32;
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#endif
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	INFO_LOG(VIDEO, "Loading custom texture from %s", textureMap[filename].c_str());
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cleanup:
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	SOIL_free_image_data(temp);
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	return returnTex;
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}
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}
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