Custom textures rewrite (#6452)
* common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
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@ -813,8 +813,7 @@ std::vector<FormatInfo> ListFormats() {
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void* data = nullptr; // For libavformat to save the iteration state
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while ((current = av_muxer_iterate(&data))) {
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#endif
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std::vector<std::string> extensions;
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Common::SplitString(ToStdString(current->extensions), ',', extensions);
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const auto extensions = Common::SplitString(ToStdString(current->extensions), ',');
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std::set<AVCodecID> supported_video_codecs;
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std::set<AVCodecID> supported_audio_codecs;
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