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