VideoCommon: rename GameTextureAsset into TextureAsset and make it only contain CustomTextureData. Move validation and load logic to individual functions

This commit is contained in:
iwubcode
2025-05-17 12:20:33 -05:00
parent 2ae43324cb
commit d8ea31ca46
12 changed files with 337 additions and 297 deletions

View File

@ -153,8 +153,8 @@ bool ParseSampler(const VideoCommon::CustomAssetLibrary::AssetID& asset_id,
return true;
}
} // namespace
bool TextureData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
const picojson::object& json, TextureData* data)
bool TextureAndSamplerData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
const picojson::object& json, TextureAndSamplerData* data)
{
const auto type_iter = json.find("type");
if (type_iter == json.end())
@ -176,7 +176,7 @@ bool TextureData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
if (type == "texture2d")
{
data->m_type = TextureData::Type::Type_Texture2D;
data->m_type = TextureAndSamplerData::Type::Type_Texture2D;
if (!ParseSampler(asset_id, json, &data->m_sampler))
{
@ -185,7 +185,7 @@ bool TextureData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
}
else if (type == "texturecube")
{
data->m_type = TextureData::Type::Type_TextureCube;
data->m_type = TextureAndSamplerData::Type::Type_TextureCube;
}
else
{
@ -199,7 +199,7 @@ bool TextureData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
return true;
}
void TextureData::ToJson(picojson::object* obj, const TextureData& data)
void TextureAndSamplerData::ToJson(picojson::object* obj, const TextureAndSamplerData& data)
{
if (!obj) [[unlikely]]
return;
@ -207,13 +207,13 @@ void TextureData::ToJson(picojson::object* obj, const TextureData& data)
auto& json_obj = *obj;
switch (data.m_type)
{
case TextureData::Type::Type_Texture2D:
case TextureAndSamplerData::Type::Type_Texture2D:
json_obj.emplace("type", "texture2d");
break;
case TextureData::Type::Type_TextureCube:
case TextureAndSamplerData::Type::Type_TextureCube:
json_obj.emplace("type", "texturecube");
break;
case TextureData::Type::Type_Undefined:
case TextureAndSamplerData::Type::Type_Undefined:
break;
};
@ -254,10 +254,10 @@ void TextureData::ToJson(picojson::object* obj, const TextureData& data)
json_obj.emplace("filter_mode", filter_mode);
}
CustomAssetLibrary::LoadInfo GameTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
CustomAssetLibrary::LoadInfo TextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
{
auto potential_data = std::make_shared<TextureData>();
const auto loaded_info = m_owning_library->LoadGameTexture(asset_id, potential_data.get());
auto potential_data = std::make_shared<CustomTextureData>();
const auto loaded_info = m_owning_library->LoadTexture(asset_id, potential_data.get());
if (loaded_info.m_bytes_loaded == 0)
return {};
{
@ -267,75 +267,4 @@ CustomAssetLibrary::LoadInfo GameTextureAsset::LoadImpl(const CustomAssetLibrary
}
return loaded_info;
}
bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
{
std::lock_guard lk(m_data_lock);
if (!m_loaded)
{
ERROR_LOG_FMT(VIDEO,
"Game texture can't be validated for asset '{}' because it is not loaded yet.",
GetAssetId());
return false;
}
if (m_data->m_texture.m_slices.empty())
{
ERROR_LOG_FMT(VIDEO,
"Game texture can't be validated for asset '{}' because no data was available.",
GetAssetId());
return false;
}
if (m_data->m_texture.m_slices.size() > 1)
{
ERROR_LOG_FMT(
VIDEO,
"Game texture can't be validated for asset '{}' because it has more slices than expected.",
GetAssetId());
return false;
}
const auto& slice = m_data->m_texture.m_slices[0];
if (slice.m_levels.empty())
{
ERROR_LOG_FMT(
VIDEO,
"Game texture can't be validated for asset '{}' because first slice has no data available.",
GetAssetId());
return false;
}
// Verify that the aspect ratio of the texture hasn't changed, as this could have
// side-effects.
const VideoCommon::CustomTextureData::ArraySlice::Level& first_mip = slice.m_levels[0];
if (first_mip.width * native_height != first_mip.height * native_width)
{
// Note: this feels like this should return an error but
// for legacy reasons this is only a notice that something *could*
// go wrong
WARN_LOG_FMT(
VIDEO,
"Invalid custom texture size {}x{} for game texture asset '{}'. The aspect differs "
"from the native size {}x{}.",
first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
}
// Same deal if the custom texture isn't a multiple of the native size.
if (native_width != 0 && native_height != 0 &&
(first_mip.width % native_width || first_mip.height % native_height))
{
// Note: this feels like this should return an error but
// for legacy reasons this is only a notice that something *could*
// go wrong
WARN_LOG_FMT(
VIDEO,
"Invalid custom texture size {}x{} for game texture asset '{}'. Please use an integer "
"upscaling factor based on the native size {}x{}.",
first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
}
return true;
}
} // namespace VideoCommon