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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87 changed files with 2154 additions and 544 deletions
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/common_funcs.h"
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#include <string>
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#include "common/error.h"
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#include "common/logging/log.h"
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#include "common/thread.h"
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#ifdef __APPLE__
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#ifndef _WIN32
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#include <unistd.h>
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#endif
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#include <string>
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#ifdef __FreeBSD__
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#define cpu_set_t cpuset_t
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namespace Common {
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#ifdef _WIN32
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void SetCurrentThreadPriority(ThreadPriority new_priority) {
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auto handle = GetCurrentThread();
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int windows_priority = 0;
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switch (new_priority) {
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case ThreadPriority::Low:
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windows_priority = THREAD_PRIORITY_BELOW_NORMAL;
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break;
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case ThreadPriority::Normal:
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windows_priority = THREAD_PRIORITY_NORMAL;
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break;
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case ThreadPriority::High:
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windows_priority = THREAD_PRIORITY_ABOVE_NORMAL;
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break;
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case ThreadPriority::VeryHigh:
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windows_priority = THREAD_PRIORITY_HIGHEST;
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break;
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case ThreadPriority::Critical:
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windows_priority = THREAD_PRIORITY_TIME_CRITICAL;
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break;
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default:
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windows_priority = THREAD_PRIORITY_NORMAL;
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break;
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}
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SetThreadPriority(handle, windows_priority);
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}
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#else
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void SetCurrentThreadPriority(ThreadPriority new_priority) {
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pthread_t this_thread = pthread_self();
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const auto scheduling_type = SCHED_OTHER;
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s32 max_prio = sched_get_priority_max(scheduling_type);
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s32 min_prio = sched_get_priority_min(scheduling_type);
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u32 level = std::max(static_cast<u32>(new_priority) + 1, 4U);
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struct sched_param params;
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if (max_prio > min_prio) {
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params.sched_priority = min_prio + ((max_prio - min_prio) * level) / 4;
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} else {
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params.sched_priority = min_prio - ((min_prio - max_prio) * level) / 4;
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}
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pthread_setschedparam(this_thread, scheduling_type, ¶ms);
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}
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#endif
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#ifdef _MSC_VER
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// Sets the debugger-visible name of the current thread.
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info.dwType = 0x1000;
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info.szName = name;
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info.dwThreadID = static_cast<DWORD>(-1);
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info.dwThreadID = std::numeric_limits<DWORD>::max();
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info.dwFlags = 0;
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__try {
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}
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#endif
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#if defined(_WIN32)
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void SetCurrentThreadName(const char*) {
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// Do Nothing on MingW
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}
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#endif
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#endif
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} // namespace Common
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