fix texture dumping on opengl es, create load folder if none exists if custom textures is enabled
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@ -196,48 +196,10 @@ System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::st
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}
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perf_stats = std::make_unique<PerfStats>(title_id);
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custom_tex_cache = std::make_unique<Core::CustomTexCache>();
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if (Settings::values.preload_textures) {
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// Custom textures are currently stored as
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// load/textures/[TitleID]/tex1_[width]x[height]_[64-bit hash]_[format].png
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const std::string load_path =
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fmt::format("{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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process->codeset->program_id);
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if (FileUtil::Exists(load_path)) {
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FileUtil::FSTEntry texture_files;
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FileUtil::ScanDirectoryTree(load_path, texture_files);
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for (const auto& file : texture_files.children) {
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if (file.isDirectory)
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continue;
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if (file.virtualName.substr(0, 5) != "tex1_")
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continue;
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u32 width;
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u32 height;
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u64 hash;
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u32 format; // unused
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// TODO: more modern way of doing this
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if (std::sscanf(file.virtualName.c_str(), "tex1_%ux%u_%llX_%u.png", &width, &height,
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&hash, &format) == 4) {
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u32 png_width;
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u32 png_height;
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std::vector<u8> decoded_png;
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u32 lodepng_ret =
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lodepng::decode(decoded_png, png_width, png_height, file.physicalName);
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if (lodepng_ret)
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LOG_CRITICAL(Render_OpenGL, "Failed to preload custom texture: {}",
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lodepng_error_text(lodepng_ret));
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else {
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LOG_INFO(Render_OpenGL, "Preloaded custom texture from {}",
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file.physicalName);
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Common::FlipRGBA8Texture(decoded_png, png_width, png_height);
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custom_tex_cache->CacheTexture(hash, decoded_png, png_width, png_height);
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}
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}
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}
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}
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}
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if (Settings::values.custom_textures)
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FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
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FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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Kernel().GetCurrentProcess()->codeset->program_id));
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if (Settings::values.preload_textures)
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PreloadCustomTextures();
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status = ResultStatus::Success;
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@ -922,6 +922,10 @@ void CachedSurface::DumpTexture(GLuint target_tex, const std::string& dump_path)
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std::vector<u8> decoded_texture;
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decoded_texture.resize(width * height * 4);
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glBindTexture(GL_TEXTURE_2D, target_tex);
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if (GLES)
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GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
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&decoded_texture[0]);
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else
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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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Common::FlipRGBA8Texture(decoded_texture, width, height);
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