Core: Purge resources.cpp

Save around 64KB in binary size.
This commit is contained in:
Stenzek
2024-08-04 14:13:13 +10:00
parent 5b590d434b
commit 143acca03b
8 changed files with 18 additions and 1882 deletions

View File

@ -116,6 +116,7 @@ using ImGuiFullscreen::BeginNavBar;
using ImGuiFullscreen::CenterImage;
using ImGuiFullscreen::CloseChoiceDialog;
using ImGuiFullscreen::CloseFileSelector;
using ImGuiFullscreen::CreateTextureFromImage;
using ImGuiFullscreen::DrawShadowedText;
using ImGuiFullscreen::EndFullscreenColumns;
using ImGuiFullscreen::EndFullscreenColumnWindow;
@ -436,7 +437,6 @@ static void InitializePlaceholderSaveStateListEntry(SaveStateListEntry* li, cons
static bool InitializeSaveStateListEntryFromSerial(SaveStateListEntry* li, const std::string& serial, s32 slot,
bool global);
static bool InitializeSaveStateListEntryFromPath(SaveStateListEntry* li, std::string path, s32 slot, bool global);
static void PopulateSaveStateScreenshot(SaveStateListEntry* li, const ExtendedSaveStateInfo* ssi);
static void ClearSaveStateEntryList();
static u32 PopulateSaveStateListEntries(const std::string& title, const std::string& serial);
static bool OpenLoadStateSelectorForGame(const std::string& game_path);
@ -5550,31 +5550,12 @@ bool FullscreenUI::InitializeSaveStateListEntryFromPath(SaveStateListEntry* li,
li->slot = slot;
li->path = std::move(path);
li->global = global;
if (ssi->screenshot.IsValid())
li->preview_texture = CreateTextureFromImage(ssi->screenshot);
PopulateSaveStateScreenshot(li, &ssi.value());
return true;
}
void FullscreenUI::PopulateSaveStateScreenshot(SaveStateListEntry* li, const ExtendedSaveStateInfo* ssi)
{
li->preview_texture.reset();
if (ssi && ssi->screenshot.IsValid())
{
li->preview_texture = g_gpu_device->FetchTexture(ssi->screenshot.GetWidth(), ssi->screenshot.GetHeight(), 1, 1, 1,
GPUTexture::Type::Texture, GPUTexture::Format::RGBA8,
ssi->screenshot.GetPixels(), ssi->screenshot.GetPitch());
}
else
{
li->preview_texture = g_gpu_device->FetchTexture(
Resources::PLACEHOLDER_ICON_WIDTH, Resources::PLACEHOLDER_ICON_HEIGHT, 1, 1, 1, GPUTexture::Type::Texture,
GPUTexture::Format::RGBA8, Resources::PLACEHOLDER_ICON_DATA, sizeof(u32) * Resources::PLACEHOLDER_ICON_WIDTH);
}
if (!li->preview_texture)
ERROR_LOG("Failed to upload save state image to GPU");
}
void FullscreenUI::ClearSaveStateEntryList()
{
for (SaveStateListEntry& entry : s_save_state_selector_slots)
@ -5595,9 +5576,10 @@ u32 FullscreenUI::PopulateSaveStateListEntries(const std::string& title, const s
if (ssi)
{
SaveStateListEntry li;
PopulateSaveStateScreenshot(&li, &ssi.value());
li.title = FSUI_STR("Undo Load State");
li.summary = FSUI_STR("Restores the state of the system prior to the last state loaded.");
if (ssi->screenshot.IsValid())
li.preview_texture = CreateTextureFromImage(ssi->screenshot);
s_save_state_selector_slots.push_back(std::move(li));
}
}
@ -5896,7 +5878,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
bb.Max -= style.FramePadding;
GPUTexture* const screenshot =
entry.preview_texture ? entry.preview_texture.get() : GetPlaceholderTexture().get();
entry.preview_texture ? entry.preview_texture.get() : GetCachedTextureAsync("no-save.png");
const ImRect image_rect(
CenterImage(ImRect(bb.Min, bb.Min + image_size),
ImVec2(static_cast<float>(screenshot->GetWidth()), static_cast<float>(screenshot->GetHeight()))));