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Ranges Algorithms Modernization - Projection
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In PPCTables.cpp, the code is currently unused so I was unable to test it.
In CustomPipeline.cpp, a pointer to member function cannot be used due to 16.4.5.2.1 of the C++ Standard regarding "addressable functions". https://eel.is/c++draft/namespace.std#6
In Fs.cpp and DirectoryBlob.cpp, these examples used projections in a previous iteration of this commit, but no longer do. Still, they remain in this commit because the PR they would actually belong to is already merged.
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Resolves duplicate OSD messages for Loading and Found custom textures.
VideoBackend initialization results in HiresTexture::Init being called.
We already call HiresTexture::Update when OnNewTitleLoad is called.
Thus we can remove HiresTextures::Init completely as it is redundant.
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used in other places in the future
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Now only VertexLoader remains... But that one might be tricky.
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This fourth part of my series of patches to get rid of unsafe uses of
GetPointer takes care of the "easy" cases in VideoCommon. Three uses of
GetPointer now remain in Dolphin: VertexLoaderManager, TextureInfo, and
the software renderer's TextureSampler.
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existing files.
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2D texture, a texture array, or a cube map; support 2D texture type across backends
Co-authored-by: TellowKrinkle <tellowkrinkle@gmail.com>
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shared_ptr gets released while a pointer to its member data is still being used
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function so it can be used elsewhere. Doing this change may also slightly improve performance of this operation
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'TextureData' for texture assets, this allows us to provide additional metadata for textures. Such as a sampler or type information (to distinguish cube maps)
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VideoCommon: add ability to load cube maps into custom texture data
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Dentomologist/fifo_convert_memoryupdate_type_to_enum_class
Fifo: Convert MemoryUpdate::Type to enum class
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custom texture object. Custom texture object now has the concept of slices in addition to levels. Traditional custom textures have a single slice
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regardless of whether or not it is loaded yet
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VideoCommon: call into graphics mods create texture callback
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additional asset dependencies that trigger the texture to be reloaded
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VideoCommon: allow multiple texture assets to associate with a texture cache entry
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with multiple assets
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Vulkan)
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this is no longer needed, assets reload automatically!
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be reloaded
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Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]
Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]
@see #10792
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Resolve GCC/Clang Warnings
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separating the custom texture data path from the game's texture data path
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use custom texture data
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Co-authored-by: Mai <mathew1800@gmail.com>
Co-authored-by: BhaaL <bhaalsen@gmail.com>
Co-authored-by: iwubcode <iwubcode@users.noreply.github.com>
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We don't want to move it, because we want to complete
this refactor without changing savestate version
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Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.
Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.
This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.
(Will not build, this commit only contains changes outside VideoBackends)
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Texture cache occasionally mutates textures for efficiency.
Which is awkward if we want to borrow those textures from texture cache
to do something else, such as a graphics debugger, or async presentation
on another thread.
Content locking provides a way to signal that the contents of a texture
cache entry should not change. Texture cache will be forced to use
alternative strategies.
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The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
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