Commit Graph

68 Commits

Author SHA1 Message Date
Stenzek
f7a0cae7f4 HiresTextures: Do not load compressed textures with unaligned dimensions
D3D11 cannot handle block compressed textures where the first mip level
is not a multiple of the block size. The simple fix for texture pack
authors: leave these textures uncompressed. You can still use a .dds
container.
2018-05-22 16:15:18 +10:00
Emmanuel Gil Peyrot
6d0143647e VideoCommon: Remove a workaround mutex used for SOIL 2018-05-20 13:44:41 +02:00
Emmanuel Gil Peyrot
17e65a7167 VideoCommon: Replace SOIL with libpng for hires textures 2018-05-20 13:44:38 +02:00
spycrab
40bb9974f2 Reformat all the things! 2018-04-12 21:28:39 +02:00
Lioncash
74aff4d9ef HiresTexture: Correct texture hashes
Fixes a regression introduced in 2da8d98b2f
2018-04-03 12:42:05 -04:00
Lioncash
2da8d98b2f HiresTextures: Use std::minmax or std::minmax_element where applicable in GenBaseName()
Minimizes repetition.

std::minmax_element can be used for the 256 * 2 case, as it's only performing byte comparisons
and thus, there will always be an element smaller than 0xffff, so it doesn't need to be included
in the set of compared values.
2018-03-27 15:39:05 -04:00
Lioncash
d5a1edba09 HiresTextures: Remove unnecessary pointer casts in GenBaseName()
swap16 has an overload that accepts a u8*, performing the same behavior
in a well-defined manner.
2018-03-27 15:19:02 -04:00
degasus
a5a0599145 CustomTexture: Drop old texture format. 2018-01-20 17:08:47 +01:00
degasus
0b466249e0 CustomTextures: Drop format convertion. 2018-01-20 16:39:04 +01:00
JosJuice
226b65bd38 Clean up variable naming in HiresTextures::Update 2018-01-10 17:53:51 +01:00
JosJuice
c25fffc9a0 Treat custom textures with "_arb" suffix as having arbitrary mipmaps
This is adapted from Bighead's code that was posted at
https://forums.dolphin-emu.org/Thread-dolphin-custom-texture-mipmaps?pid=460867#pid460867

In master, custom textures are never treated as having arbitrary mipmaps,
so we need either a change like this or a change that makes us apply the
arbitrary mipmap heuristic even when a custom texture is used.
2018-01-10 17:51:45 +01:00
Léo Lam
67ba326ff6 VideoCommon: Fix -Wformat warnings 2017-12-02 21:48:01 +01:00
N.E.C
c3a57bbad5 Video: Clearly separate Texture and EFB Copy formats
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
2017-08-03 18:35:29 -07:00
Shawn Hoffman
c5fa470ad8 replace DoFileSearch with optimized version 2017-06-23 17:25:53 -07:00
shuffle2
e63c337830 Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
2017-06-18 12:57:05 -07:00
JosJuice
f09ceaa735 Move IOFile to a separate file
Reduces the number of files that need to be recompiled
when making changes to FileUtil.h.
2017-06-15 21:33:50 +02:00
iwubcode
e4896d39bd Video Backends: Move and rename HostTextureFormat to AbstractTextureFormat 2017-06-13 00:41:56 -05:00
MerryMage
f5f45855f0 GameConfigLoader: Add GFX Game INI translations 2017-06-03 18:13:02 +01:00
Stenzek
20cbef8e9f HiresTextures: Move the maximum mip level check from DDS to main loader
This way that the mip count check occurs on .png and uncombined DDS
textures as well.
2017-04-29 13:46:43 +10:00
Stenzek
8761c8244d HiresTextures: Load full mipmap chain from DDS files
This removes the need for multiple texture files to store the mipmap
chain for a texture. As many mipmaps will be loaded as are present in
the DDS file, and any remaining mipmaps will fall back to the old
behavior.
2017-04-29 13:46:43 +10:00
Stenzek
bc8a96d713 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.
2017-04-29 00:14:23 +10:00
Lioncash
f7a2f6ad01 FileSearch: Namespace functions under the Common namespace 2017-04-07 01:02:14 -04:00
JosJuice
ced1614cac 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.
2017-03-09 15:34:14 +01:00
Lioncash
552c0d8404 Common: Move byte swapping utilities into their own header
This moves all the byte swapping utilities into a header named Swap.h.

A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.

Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
2017-03-03 17:18:18 -05:00
JosJuice
1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00