mirror of
https://github.com/dolphin-emu/dolphin.git
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230 lines
6.8 KiB
C++
230 lines
6.8 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/Assets/TextureAsset.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/BPMemory.h"
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namespace VideoCommon
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{
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namespace
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{
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bool ParseSampler(const VideoCommon::CustomAssetLibrary::AssetID& asset_id,
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const picojson::object& json, SamplerState* sampler)
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{
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if (!sampler) [[unlikely]]
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return false;
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*sampler = RenderState::GetLinearSamplerState();
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const auto sampler_state_mode_iter = json.find("texture_mode");
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if (sampler_state_mode_iter == json.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'texture_mode' not found", asset_id);
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return false;
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}
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if (!sampler_state_mode_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'texture_mode' is not the right type",
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asset_id);
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return false;
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}
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std::string sampler_state_mode = sampler_state_mode_iter->second.to_str();
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Common::ToLower(&sampler_state_mode);
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if (sampler_state_mode == "clamp")
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{
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sampler->tm0.wrap_u = WrapMode::Clamp;
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sampler->tm0.wrap_v = WrapMode::Clamp;
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}
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else if (sampler_state_mode == "repeat")
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{
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sampler->tm0.wrap_u = WrapMode::Repeat;
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sampler->tm0.wrap_v = WrapMode::Repeat;
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}
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else if (sampler_state_mode == "mirrored_repeat")
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{
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sampler->tm0.wrap_u = WrapMode::Mirror;
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sampler->tm0.wrap_v = WrapMode::Mirror;
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}
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else
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse json, 'texture_mode' has an invalid "
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"value '{}'",
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asset_id, sampler_state_mode);
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return false;
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}
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const auto sampler_state_filter_iter = json.find("texture_filter");
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if (sampler_state_filter_iter == json.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'texture_filter' not found", asset_id);
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return false;
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}
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if (!sampler_state_filter_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, 'texture_filter' is not the right type",
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asset_id);
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return false;
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}
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std::string sampler_state_filter = sampler_state_filter_iter->second.to_str();
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Common::ToLower(&sampler_state_filter);
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if (sampler_state_filter == "linear")
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{
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sampler->tm0.min_filter = FilterMode::Linear;
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sampler->tm0.mag_filter = FilterMode::Linear;
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sampler->tm0.mipmap_filter = FilterMode::Linear;
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}
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else if (sampler_state_filter == "point")
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{
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sampler->tm0.min_filter = FilterMode::Linear;
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sampler->tm0.mag_filter = FilterMode::Linear;
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sampler->tm0.mipmap_filter = FilterMode::Linear;
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}
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else
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse json, 'texture_filter' has an invalid "
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"value '{}'",
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asset_id, sampler_state_filter);
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return false;
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}
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return true;
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}
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} // namespace
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bool TextureData::FromJson(const CustomAssetLibrary::AssetID& asset_id,
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const picojson::object& json, TextureData* data)
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{
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const auto type_iter = json.find("type");
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if (type_iter == json.end())
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{
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ERROR_LOG_FMT(VIDEO, "Asset '{}' failed to parse json, property entry 'type' not found",
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asset_id);
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return false;
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}
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if (!type_iter->second.is<std::string>())
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse json, property entry 'type' is not "
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"the right json type",
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asset_id);
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return false;
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}
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std::string type = type_iter->second.to_str();
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Common::ToLower(&type);
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if (type == "texture2d")
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{
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data->m_type = TextureData::Type::Type_Texture2D;
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if (!ParseSampler(asset_id, json, &data->m_sampler))
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{
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return false;
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}
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}
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else if (type == "texturecube")
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{
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data->m_type = TextureData::Type::Type_TextureCube;
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}
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else
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{
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ERROR_LOG_FMT(VIDEO,
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"Asset '{}' failed to parse json, texture type '{}' "
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"an invalid option",
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asset_id, type);
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return false;
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}
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return true;
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}
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CustomAssetLibrary::LoadInfo GameTextureAsset::LoadImpl(const CustomAssetLibrary::AssetID& asset_id)
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{
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auto potential_data = std::make_shared<TextureData>();
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const auto loaded_info = m_owning_library->LoadGameTexture(asset_id, potential_data.get());
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if (loaded_info.m_bytes_loaded == 0)
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return {};
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{
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std::lock_guard lk(m_data_lock);
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m_loaded = true;
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m_data = std::move(potential_data);
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}
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return loaded_info;
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}
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bool GameTextureAsset::Validate(u32 native_width, u32 native_height) const
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{
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std::lock_guard lk(m_data_lock);
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if (!m_loaded)
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{
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ERROR_LOG_FMT(VIDEO,
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"Game texture can't be validated for asset '{}' because it is not loaded yet.",
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GetAssetId());
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return false;
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}
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if (m_data->m_texture.m_slices.empty())
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{
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ERROR_LOG_FMT(VIDEO,
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"Game texture can't be validated for asset '{}' because no data was available.",
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GetAssetId());
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return false;
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}
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if (m_data->m_texture.m_slices.size() > 1)
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Game texture can't be validated for asset '{}' because it has more slices than expected.",
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GetAssetId());
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return false;
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}
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const auto& slice = m_data->m_texture.m_slices[0];
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if (slice.m_levels.empty())
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{
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ERROR_LOG_FMT(
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VIDEO,
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"Game texture can't be validated for asset '{}' because first slice has no data available.",
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GetAssetId());
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return false;
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}
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// Verify that the aspect ratio of the texture hasn't changed, as this could have
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// side-effects.
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const VideoCommon::CustomTextureData::ArraySlice::Level& first_mip = slice.m_levels[0];
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if (first_mip.width * native_height != first_mip.height * native_width)
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{
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// Note: this feels like this should return an error but
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// for legacy reasons this is only a notice that something *could*
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// go wrong
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WARN_LOG_FMT(
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VIDEO,
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"Invalid custom texture size {}x{} for game texture asset '{}'. The aspect differs "
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"from the native size {}x{}.",
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first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
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}
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// Same deal if the custom texture isn't a multiple of the native size.
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if (native_width != 0 && native_height != 0 &&
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(first_mip.width % native_width || first_mip.height % native_height))
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{
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// Note: this feels like this should return an error but
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// for legacy reasons this is only a notice that something *could*
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// go wrong
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WARN_LOG_FMT(
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VIDEO,
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"Invalid custom texture size {}x{} for game texture asset '{}'. Please use an integer "
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"upscaling factor based on the native size {}x{}.",
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first_mip.width, first_mip.height, GetAssetId(), native_width, native_height);
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}
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return true;
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}
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} // namespace VideoCommon
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