HiresTextures: Support parsing DDS files directly

This leaves DDS textures using DXT1/3/5 compressed in-memory, which can
be passed directly to the backend.
This commit is contained in:
Stenzek
2017-04-16 19:30:11 +10:00
parent 68ee4fc932
commit bc8a96d713
14 changed files with 329 additions and 18 deletions

View File

@ -9,11 +9,12 @@
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/VideoCommon.h"
class HiresTexture
{
public:
using SOILPointer = std::unique_ptr<u8, void (*)(unsigned char*)>;
using ImageDataPointer = std::unique_ptr<u8, void (*)(unsigned char*)>;
static void Init();
static void Update();
@ -29,20 +30,25 @@ public:
~HiresTexture();
HostTextureFormat GetFormat() const;
struct Level
{
Level();
SOILPointer data;
size_t data_size = 0;
ImageDataPointer data;
HostTextureFormat format = HostTextureFormat::RGBA8;
u32 width = 0;
u32 height = 0;
u32 row_length = 0;
size_t data_size = 0;
};
std::vector<Level> m_levels;
private:
static std::unique_ptr<HiresTexture> Load(const std::string& base_filename, u32 width,
u32 height);
static bool LoadDDSTexture(Level& level, const std::vector<u8>& buffer);
static bool LoadTexture(Level& level, const std::vector<u8>& buffer);
static void Prefetch();
static std::string GetTextureDirectory(const std::string& game_id);