InputCommon: reduce number of image loads and texture cache invalidations by only running dynamic input textures once for all controllers

This commit is contained in:
iwubcode 2021-02-27 16:41:50 -06:00
parent 158674c274
commit 32d584a0f5
10 changed files with 117 additions and 123 deletions

View file

@ -4,6 +4,7 @@
#include <vector>
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/MsgHandler.h"
@ -101,6 +102,8 @@ bool InputConfig::LoadConfig(bool isGC)
!inifile.GetSections().empty())
{
int n = 0;
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
IniFile::Section config;
@ -113,9 +116,8 @@ bool InputConfig::LoadConfig(bool isGC)
controller->GetName() + "'",
6000);
IniFile profile_ini;
profile_ini.Load(profile[n]);
config = *profile_ini.GetOrCreateSection("Profile");
inifile.Load(profile[n]);
config = *inifile.GetOrCreateSection("Profile");
}
else
{
@ -133,10 +135,13 @@ bool InputConfig::LoadConfig(bool isGC)
controller->LoadConfig(&config);
// Update refs
controller->UpdateReferences(g_controller_interface);
controller_names.push_back(controller->GetName());
// Next profile
n++;
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
return true;
}
else
@ -154,8 +159,14 @@ void InputConfig::SaveConfig()
IniFile inifile;
inifile.Load(ini_filename);
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
controller_names.push_back(controller->GetName());
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
inifile.Save(ini_filename);
}
@ -195,11 +206,6 @@ void InputConfig::UnregisterHotplugCallback()
g_controller_interface.UnregisterDevicesChangedCallback(m_hotplug_callback_handle);
}
void InputConfig::OnControllerCreated(ControllerEmu::EmulatedController& controller)
{
controller.SetDynamicInputTextureManager(&m_dynamic_input_tex_config_manager);
}
bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
{
if (static_cast<size_t>(index) >= m_controllers.size())
@ -215,3 +221,14 @@ bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
|| (controller.source == "DInput" &&
controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
}
void InputConfig::GenerateControllerTextures(const IniFile& file)
{
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
controller_names.push_back(controller->GetName());
}
m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
}