FullscreenUI: Put cover images through the texture cache
This commit is contained in:
parent
1e383af623
commit
47e26b1ad3
|
@ -186,7 +186,7 @@ static HostDisplayTexture* GetGameListCover(const GameListEntry* entry);
|
|||
static HostDisplayTexture* GetCoverForCurrentGame();
|
||||
|
||||
// Lazily populated cover images.
|
||||
static std::unordered_map<std::string, std::unique_ptr<HostDisplayTexture>> s_cover_image_map;
|
||||
static std::unordered_map<std::string, std::string> s_cover_image_map;
|
||||
static std::vector<const GameListEntry*> s_game_list_sorted_entries;
|
||||
static std::thread s_game_list_load_thread;
|
||||
|
||||
|
@ -197,6 +197,7 @@ static std::thread s_game_list_load_thread;
|
|||
bool Initialize(CommonHostInterface* host_interface)
|
||||
{
|
||||
s_host_interface = host_interface;
|
||||
s_texture_cache.SetMaxCapacity(128);
|
||||
if (!LoadResources())
|
||||
return false;
|
||||
|
||||
|
@ -2785,32 +2786,12 @@ HostDisplayTexture* GetGameListCover(const GameListEntry* entry)
|
|||
auto cover_it = s_cover_image_map.find(entry->path);
|
||||
if (cover_it == s_cover_image_map.end())
|
||||
{
|
||||
const std::string cover_path(s_host_interface->GetGameList()->GetCoverImagePathForEntry(entry));
|
||||
std::unique_ptr<HostDisplayTexture> texture;
|
||||
if (!cover_path.empty())
|
||||
{
|
||||
Log_DevPrintf("Trying to load cover from '%s' for '%s'", cover_path.c_str(), entry->path.c_str());
|
||||
|
||||
Common::RGBA8Image image;
|
||||
if (Common::LoadImageFromFile(&image, cover_path.c_str()) || !image.IsValid())
|
||||
{
|
||||
texture = s_host_interface->GetDisplay()->CreateTexture(image.GetWidth(), image.GetHeight(), 1, 1, 1,
|
||||
HostDisplayPixelFormat::RGBA8, image.GetPixels(),
|
||||
image.GetByteStride());
|
||||
if (!texture)
|
||||
Log_ErrorPrintf("Failed to upload %ux%u texture to GPU", image.GetWidth(), image.GetHeight());
|
||||
}
|
||||
else
|
||||
{
|
||||
Log_ErrorPrintf("Failed to load cover from '%s'", cover_path.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
cover_it = s_cover_image_map.emplace(entry->path, std::move(texture)).first;
|
||||
std::string cover_path(s_host_interface->GetGameList()->GetCoverImagePathForEntry(entry));
|
||||
cover_it = s_cover_image_map.emplace(entry->path, std::move(cover_path)).first;
|
||||
}
|
||||
|
||||
if (cover_it->second)
|
||||
return cover_it->second.get();
|
||||
if (!cover_it->second.empty())
|
||||
return GetCachedTexture(cover_it->second);
|
||||
|
||||
return GetTextureForGameListEntryType(entry->type);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue