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gl_rasterizer_cache: Flatten LoadCustomTexture()
Makes the control flow much nicer to follow, as we don't store to a local before returning anymore.
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@ -693,36 +693,36 @@ void CachedSurface::FlushGLBuffer(PAddr flush_start, PAddr flush_end) {
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}
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bool CachedSurface::LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_info) {
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bool result = false;
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auto& custom_tex_cache = Core::System::GetInstance().CustomTexCache();
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const auto& image_interface = Core::System::GetInstance().GetImageInterface();
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if (custom_tex_cache.IsTextureCached(tex_hash)) {
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tex_info = custom_tex_cache.LookupTexture(tex_hash);
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result = true;
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} else {
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if (custom_tex_cache.CustomTextureExists(tex_hash)) {
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const auto& path_info = custom_tex_cache.LookupTexturePathInfo(tex_hash);
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if (image_interface->DecodePNG(tex_info.tex, tex_info.width, tex_info.height,
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path_info.path)) {
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std::bitset<32> width_bits(tex_info.width);
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std::bitset<32> height_bits(tex_info.height);
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if (width_bits.count() == 1 && height_bits.count() == 1) {
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LOG_DEBUG(Render_OpenGL, "Loaded custom texture from {}", path_info.path);
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Common::FlipRGBA8Texture(tex_info.tex, tex_info.width, tex_info.height);
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custom_tex_cache.CacheTexture(tex_hash, tex_info.tex, tex_info.width,
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tex_info.height);
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result = true;
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} else {
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LOG_ERROR(Render_OpenGL, "Texture {} size is not a power of 2", path_info.path);
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}
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} else {
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LOG_ERROR(Render_OpenGL, "Failed to load custom texture {}", path_info.path);
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}
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}
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return true;
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}
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return result;
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if (!custom_tex_cache.CustomTextureExists(tex_hash)) {
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return false;
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}
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const auto& path_info = custom_tex_cache.LookupTexturePathInfo(tex_hash);
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if (!image_interface->DecodePNG(tex_info.tex, tex_info.width, tex_info.height,
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path_info.path)) {
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LOG_ERROR(Render_OpenGL, "Failed to load custom texture {}", path_info.path);
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return false;
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}
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const std::bitset<32> width_bits(tex_info.width);
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const std::bitset<32> height_bits(tex_info.height);
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if (width_bits.count() != 1 || height_bits.count() != 1) {
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LOG_ERROR(Render_OpenGL, "Texture {} size is not a power of 2", path_info.path);
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return false;
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}
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LOG_DEBUG(Render_OpenGL, "Loaded custom texture from {}", path_info.path);
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Common::FlipRGBA8Texture(tex_info.tex, tex_info.width, tex_info.height);
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custom_tex_cache.CacheTexture(tex_hash, tex_info.tex, tex_info.width, tex_info.height);
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return true;
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}
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void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
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