Merge pull request #8318 from iwubcode/dynamic_input_textures

InputCommon: Dynamic Input Textures
This commit is contained in:
Léo Lam
2020-10-20 02:10:29 +02:00
committed by GitHub
25 changed files with 1134 additions and 20 deletions

View File

@ -51,7 +51,7 @@ static std::thread s_prefetcher;
void HiresTexture::Init()
{
Update();
// Note: Update is not called here so that we handle dynamic textures on startup more gracefully
}
void HiresTexture::Shutdown()
@ -76,8 +76,7 @@ void HiresTexture::Update()
if (!g_ActiveConfig.bHiresTextures)
{
s_textureMap.clear();
s_textureCache.clear();
Clear();
return;
}
@ -87,7 +86,8 @@ void HiresTexture::Update()
}
const std::string& game_id = SConfig::GetInstance().GetGameID();
const std::set<std::string> texture_directories = GetTextureDirectories(game_id);
const std::set<std::string> texture_directories =
GetTextureDirectoriesWithGameId(File::GetUserPath(D_HIRESTEXTURES_IDX), game_id);
const std::vector<std::string> extensions{".png", ".dds"};
for (const auto& texture_directory : texture_directories)
@ -145,6 +145,12 @@ void HiresTexture::Update()
}
}
void HiresTexture::Clear()
{
s_textureMap.clear();
s_textureCache.clear();
}
void HiresTexture::Prefetch()
{
Common::SetCurrentThreadName("Prefetcher");
@ -454,10 +460,11 @@ bool HiresTexture::LoadTexture(Level& level, const std::vector<u8>& buffer)
return true;
}
std::set<std::string> HiresTexture::GetTextureDirectories(const std::string& game_id)
std::set<std::string> GetTextureDirectoriesWithGameId(const std::string& root_directory,
const std::string& game_id)
{
std::set<std::string> result;
const std::string texture_directory = File::GetUserPath(D_HIRESTEXTURES_IDX) + game_id;
const std::string texture_directory = root_directory + game_id;
if (File::Exists(texture_directory))
{
@ -466,8 +473,7 @@ std::set<std::string> HiresTexture::GetTextureDirectories(const std::string& gam
else
{
// If there's no directory with the region-specific ID, look for a 3-character region-free one
const std::string region_free_directory =
File::GetUserPath(D_HIRESTEXTURES_IDX) + game_id.substr(0, 3);
const std::string region_free_directory = root_directory + game_id.substr(0, 3);
if (File::Exists(region_free_directory))
{
@ -482,7 +488,6 @@ std::set<std::string> HiresTexture::GetTextureDirectories(const std::string& gam
};
// Look for any other directories that might be specific to the given gameid
const auto root_directory = File::GetUserPath(D_HIRESTEXTURES_IDX);
const auto files = Common::DoFileSearch({root_directory}, {".txt"}, true);
for (const auto& file : files)
{
@ -490,8 +495,8 @@ std::set<std::string> HiresTexture::GetTextureDirectories(const std::string& gam
{
// The following code is used to calculate the top directory
// of a found gameid.txt file
// ex: <dolphin dir>/Load/Textures/My folder/gameids/<gameid>.txt
// would insert "<dolphin dir>/Load/Textures/My folder"
// ex: <root directory>/My folder/gameids/<gameid>.txt
// would insert "<root directory>/My folder"
const auto directory_path = file.substr(root_directory.size());
const std::size_t first_path_separator_position = directory_path.find_first_of(DIR_SEP_CHR);
result.insert(root_directory + directory_path.substr(0, first_path_separator_position));

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@ -14,11 +14,15 @@
enum class TextureFormat;
std::set<std::string> GetTextureDirectoriesWithGameId(const std::string& root_directory,
const std::string& game_id);
class HiresTexture
{
public:
static void Init();
static void Update();
static void Clear();
static void Shutdown();
static std::shared_ptr<HiresTexture> Search(const u8* texture, size_t texture_size,
@ -54,8 +58,6 @@ private:
static bool LoadTexture(Level& level, const std::vector<u8>& buffer);
static void Prefetch();
static std::set<std::string> GetTextureDirectories(const std::string& game_id);
HiresTexture() {}
bool m_has_arbitrary_mipmaps;
};

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@ -1138,6 +1138,11 @@ void Renderer::EndUIFrame()
BeginImGuiFrame();
}
void Renderer::ForceReloadTextures()
{
m_force_reload_textures.Set();
}
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
void Renderer::UpdateWidescreenHeuristic()
{
@ -1302,9 +1307,17 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
// state changes the specialized shader will not take over.
g_vertex_manager->InvalidatePipelineObject();
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
g_texture_cache->FlushEFBCopies();
if (m_force_reload_textures.TestAndClear())
{
g_texture_cache->ForceReload();
}
else
{
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending
// copies.
g_texture_cache->FlushEFBCopies();
}
if (!is_duplicate_frame)
{

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@ -259,6 +259,9 @@ public:
void BeginUIFrame();
void EndUIFrame();
// Will forcibly reload all textures on the next swap
void ForceReloadTextures();
protected:
// Bitmask containing information about which configuration has changed for the backend.
enum ConfigChangeBits : u32
@ -410,6 +413,8 @@ private:
void FinishFrameData();
std::unique_ptr<NetPlayChatUI> m_netplay_chat_ui;
Common::Flag m_force_reload_textures;
};
extern std::unique_ptr<Renderer> g_renderer;

View File

@ -137,6 +137,17 @@ void TextureCacheBase::Invalidate()
texture_pool.clear();
}
void TextureCacheBase::ForceReload()
{
Invalidate();
// Clear all current hires textures, they are invalid
HiresTexture::Clear();
// Load fresh
HiresTexture::Update();
}
void TextureCacheBase::OnConfigChanged(const VideoConfig& config)
{
if (config.bHiresTextures != backup_config.hires_textures ||

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@ -205,6 +205,7 @@ public:
bool Initialize();
void OnConfigChanged(const VideoConfig& config);
void ForceReload();
// Removes textures which aren't used for more than TEXTURE_KILL_THRESHOLD frames,
// frameCount is the current frame number.