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Unify the way of setting game ID, title ID, revision
The existing code from ConfigManager, ES and MIOS is merged into a new set of functions called SetRunningGameMetadata.
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@ -87,7 +87,7 @@ void HiresTexture::Update()
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s_textureCache.clear();
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}
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const std::string& game_id = SConfig::GetInstance().m_strGameID;
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const std::string& game_id = SConfig::GetInstance().GetGameID();
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const std::string texture_directory = GetTextureDirectory(game_id);
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std::vector<std::string> extensions{
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".png", ".bmp", ".tga", ".dds",
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@ -226,7 +226,7 @@ std::string HiresTexture::GenBaseName(const u8* texture, size_t texture_size, co
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u64 tlut_hash = tlut_size ? GetHashHiresTexture(tlut, (int)tlut_size,
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g_ActiveConfig.iSafeTextureCache_ColorSamples) :
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0;
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name = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_strGameID.c_str(),
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name = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().GetGameID().c_str(),
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(u32)(tex_hash ^ tlut_hash), (u16)format);
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if (s_textureMap.find(name) != s_textureMap.end())
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{
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@ -437,7 +437,7 @@ TextureCacheBase::DoPartialTextureUpdates(TCacheEntryBase* entry_to_update, u8*
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void TextureCacheBase::DumpTexture(TCacheEntryBase* entry, std::string basename, unsigned int level)
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{
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std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().m_strGameID;
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std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().GetGameID();
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// make sure that the directory exists
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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