// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.IO; using System.Threading; using System.Threading.Tasks; using osu.Framework.Graphics.Textures; using osu.Framework.IO.Stores; using SixLabors.ImageSharp; using SixLabors.ImageSharp.Processing; namespace osu.Game.Skinning { public class MaxDimensionLimitedTextureLoaderStore : IResourceStore { private readonly IResourceStore textureStore; public MaxDimensionLimitedTextureLoaderStore(IResourceStore textureStore) { this.textureStore = textureStore; } public void Dispose() { textureStore?.Dispose(); } public TextureUpload Get(string name) { var textureUpload = textureStore?.Get(name); // NRT not enabled on framework side classes (IResourceStore / TextureLoaderStore), welp. if (textureUpload == null) return null!; // So there's a thing where some users have taken it upon themselves to create skin elements of insane dimensions. // To the point where GPUs cannot load the textures (along with most image editor apps). // To work around this, let's look out for any stupid images and shrink them down into a usable size. const int max_supported_texture_size = 8192; if (textureUpload.Height > max_supported_texture_size || textureUpload.Width > max_supported_texture_size) { var image = Image.LoadPixelData(textureUpload.Data.ToArray(), textureUpload.Width, textureUpload.Height); // The original texture upload will no longer be returned or used. textureUpload.Dispose(); image.Mutate(i => i.Resize(new Size( Math.Min(textureUpload.Width, max_supported_texture_size), Math.Min(textureUpload.Height, max_supported_texture_size) ))); return new TextureUpload(image); } return textureUpload; } public Task GetAsync(string name, CancellationToken cancellationToken = new CancellationToken()) => textureStore?.GetAsync(name, cancellationToken); public Stream GetStream(string name) => textureStore?.GetStream(name) ?? default; public IEnumerable GetAvailableResources() => textureStore?.GetAvailableResources(); } }