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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@@ -3,12 +3,12 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <vector>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/texture.h"
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namespace Common {
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void FlipRGBA8Texture(std::vector<u8>& tex, u32 width, u32 height) {
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void FlipRGBA8Texture(std::span<u8> tex, u32 width, u32 height) {
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ASSERT(tex.size() == width * height * 4);
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const u32 line_size = width * 4;
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for (u32 line = 0; line < height / 2; line++) {
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@@ -19,4 +19,5 @@ void FlipRGBA8Texture(std::vector<u8>& tex, u32 width, u32 height) {
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tex.begin() + offset_2);
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}
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}
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} // namespace Common
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