use oss-nvjpg for loading jpeg images (homebrew, games and themezer).

slightly faster loading on avg compared to stbi.
This commit is contained in:
ITotalJustice
2025-06-02 22:18:38 +01:00
parent 8485ff1e99
commit 4be1d48215
10 changed files with 146 additions and 43 deletions

View File

@@ -4,6 +4,7 @@
#include "dumper.hpp"
#include "defines.hpp"
#include "i18n.hpp"
#include "image.hpp"
#include "ui/menus/game_menu.hpp"
#include "ui/sidebar.hpp"
@@ -318,11 +319,15 @@ void FakeNacpEntry(ThreadResultData& e) {
bool LoadControlImage(Entry& e) {
if (!e.image && e.control) {
ON_SCOPE_EXIT(e.control.reset());
TimeStamp ts;
e.image = nvgCreateImageMem(App::GetVg(), 0, e.control->icon, e.jpeg_size);
e.control.reset();
log_write("\t\t[image load] time taken: %.2fs %zums\n", ts.GetSecondsD(), ts.GetMs());
return true;
const auto image = ImageLoadFromMemory({e.control->icon, e.jpeg_size}, ImageFlag_JPEG);
if (!image.data.empty()) {
e.image = nvgCreateImageRGBA(App::GetVg(), image.w, image.h, 0, image.data.data());
log_write("\t[image load] time taken: %.2fs %zums\n", ts.GetSecondsD(), ts.GetMs());
return true;
}
}
return false;

View File

@@ -13,6 +13,7 @@
#include "i18n.hpp"
#include "download.hpp"
#include "dumper.hpp"
#include "image.hpp"
#include <cstring>
#include <algorithm>
@@ -965,7 +966,13 @@ void Menu::OnChangeIndex(s64 new_index) {
const auto& e = m_entries[m_entry_index];
const auto jpeg_size = e.control_size - sizeof(NacpStruct);
m_icon = nvgCreateImageMem(App::GetVg(), 0, e.control->icon, jpeg_size);
TimeStamp ts;
const auto image = ImageLoadFromMemory({e.control->icon, jpeg_size}, ImageFlag_JPEG);
if (!image.data.empty()) {
m_icon = nvgCreateImageRGBA(App::GetVg(), image.w, image.h, 0, image.data.data());
log_write("\t[image load] time taken: %.2fs %zums\n", ts.GetSecondsD(), ts.GetMs());
}
}
}

View File

@@ -10,6 +10,7 @@
#include "owo.hpp"
#include "defines.hpp"
#include "i18n.hpp"
#include "image.hpp"
#include <minIni.h>
#include <utility>
@@ -175,9 +176,17 @@ void Menu::Draw(NVGcontext* vg, Theme* theme) {
// really, switch-tools should handle this by resizing the image before
// adding it to the nro, as well as validate its a valid jpeg.
const auto icon = nro_get_icon(e.path, e.icon_size, e.icon_offset);
TimeStamp ts;
if (!icon.empty()) {
e.image = nvgCreateImageMem(vg, 0, icon.data(), icon.size());
image_load_count++;
const auto image = ImageLoadFromMemory(icon, ImageFlag_JPEG);
if (!image.data.empty()) {
e.image = nvgCreateImageRGBA(vg, image.w, image.h, 0, image.data.data());
log_write("\t[image load] time taken: %.2fs %zums\n", ts.GetSecondsD(), ts.GetMs());
image_load_count++;
} else {
// prevent loading of this icon again as it's already failed.
e.icon_offset = e.icon_size = 0;
}
}
}
}

View File

@@ -12,6 +12,7 @@
#include "swkbd.hpp"
#include "i18n.hpp"
#include "threaded_file_transfer.hpp"
#include "image.hpp"
#include <minIni.h>
#include <stb_image.h>
@@ -134,19 +135,14 @@ auto loadThemeImage(ThemeEntry& e) -> bool {
}
auto vg = App::GetVg();
fs::FsNativeSd fs;
std::vector<u8> image_buf;
const auto path = apiBuildIconCache(e);
if (R_FAILED(fs.read_entire_file(path, image_buf))) {
log_write("failed to load image from file: %s\n", path.s);
} else {
int channels_in_file;
auto buf = stbi_load_from_memory(image_buf.data(), image_buf.size(), &image.w, &image.h, &channels_in_file, 4);
if (buf) {
ON_SCOPE_EXIT(stbi_image_free(buf));
image.image = nvgCreateImageRGBA(vg, image.w, image.h, 0, buf);
}
TimeStamp ts;
const auto data = ImageLoadFromFile(path, ImageFlag_JPEG);
if (!data.data.empty()) {
image.w = data.w;
image.h = data.h;
image.image = nvgCreateImageRGBA(vg, data.w, data.h, 0, data.data.data());
log_write("\t[image load] time taken: %.2fs %zums\n", ts.GetSecondsD(), ts.GetMs());
}
if (!image.image) {