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fix texture dumping on opengl es, create load folder if none exists if custom textures is enabled

This commit is contained in:
Khangaroo 2019-08-08 16:55:36 -04:00 committed by James Rowe
parent 254f8a4643
commit f09489475a
2 changed files with 9 additions and 43 deletions

View File

@ -196,48 +196,10 @@ System::ResultStatus System::Load(Frontend::EmuWindow& emu_window, const std::st
}
perf_stats = std::make_unique<PerfStats>(title_id);
custom_tex_cache = std::make_unique<Core::CustomTexCache>();
if (Settings::values.preload_textures) {
// Custom textures are currently stored as
// load/textures/[TitleID]/tex1_[width]x[height]_[64-bit hash]_[format].png
const std::string load_path =
fmt::format("{}textures/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
process->codeset->program_id);
if (FileUtil::Exists(load_path)) {
FileUtil::FSTEntry texture_files;
FileUtil::ScanDirectoryTree(load_path, texture_files);
for (const auto& file : texture_files.children) {
if (file.isDirectory)
continue;
if (file.virtualName.substr(0, 5) != "tex1_")
continue;
u32 width;
u32 height;
u64 hash;
u32 format; // unused
// TODO: more modern way of doing this
if (std::sscanf(file.virtualName.c_str(), "tex1_%ux%u_%llX_%u.png", &width, &height,
&hash, &format) == 4) {
u32 png_width;
u32 png_height;
std::vector<u8> decoded_png;
u32 lodepng_ret =
lodepng::decode(decoded_png, png_width, png_height, file.physicalName);
if (lodepng_ret)
LOG_CRITICAL(Render_OpenGL, "Failed to preload custom texture: {}",
lodepng_error_text(lodepng_ret));
else {
LOG_INFO(Render_OpenGL, "Preloaded custom texture from {}",
file.physicalName);
Common::FlipRGBA8Texture(decoded_png, png_width, png_height);
custom_tex_cache->CacheTexture(hash, decoded_png, png_width, png_height);
}
}
}
}
}
if (Settings::values.custom_textures)
FileUtil::CreateFullPath(fmt::format("{}textures/{:016X}/",
FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
Kernel().GetCurrentProcess()->codeset->program_id));
if (Settings::values.preload_textures)
PreloadCustomTextures();
status = ResultStatus::Success;

View File

@ -922,6 +922,10 @@ void CachedSurface::DumpTexture(GLuint target_tex, const std::string& dump_path)
std::vector<u8> decoded_texture;
decoded_texture.resize(width * height * 4);
glBindTexture(GL_TEXTURE_2D, target_tex);
if (GLES)
GetTexImageOES(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, height, width, 0,
&decoded_texture[0]);
else
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &decoded_texture[0]);
glBindTexture(GL_TEXTURE_2D, 0);
Common::FlipRGBA8Texture(decoded_texture, width, height);