raze/source/core/precache.cpp
Christoph Oelckers 9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00

133 lines
4.2 KiB
C++

/*
** precache.cpp
**
**
**
**---------------------------------------------------------------------------
** Copyright 2019-2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "build.h"
#include "palette.h"
#include "v_video.h"
#include "hw_material.h"
#include "glbackend/gl_models.h"
static void PrecacheTex(FGameTexture* tex, int palid)
{
if (!tex || !tex->isValid()) return;
int scaleflags = 0;
if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale;
auto mat = FMaterial::ValidateTexture(tex, scaleflags);
screen->PrecacheMaterial(mat, palid);
}
static void doprecache(int32_t dapicnum, int32_t dapalnum, int32_t datype)
{
// dapicnum and dapalnum are like you'd expect
// datype is 0 for a wall/floor/ceiling and 1 for a sprite
// basically this just means walls are repeating
// while sprites are clamped
if ((dapalnum < (MAXPALOOKUPS - RESERVEDPALS)) && (!lookups.checkTable(dapalnum))) return;//dapalnum = 0;
//Printf("precached %d %d type %d\n", dapicnum, dapalnum, datype);
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
auto tex = tileGetTexture(dapicnum);
PrecacheTex(tex, palid);
if (datype == 0 || !hw_models) return;
int const mid = md_tilehasmodel(dapicnum, dapalnum);
if (mid < 0 || models[mid]->mdnum < 2)
{
int vox = tiletovox[dapicnum];
if (vox != -1 && voxmodels[vox] && voxmodels[vox]->model)
{
FHWModelRenderer mr(*screen->RenderState(), 0);
voxmodels[vox]->model->BuildVertexBuffer(&mr);
}
return;
}
int const surfaces = (models[mid]->mdnum == 3) ? ((md3model_t *)models[mid])->head.numsurfs : 0;
for (int i = 0; i <= surfaces; i++)
{
auto tex = mdloadskin((md2model_t *)models[mid], 0, dapalnum, i, nullptr);
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
if (tex) PrecacheTex(tex, palid);
}
}
void PrecacheHardwareTextures(int nTile)
{
// PRECACHE
// This really *really* needs improvement on the game side - the entire precaching logic has no clue about the different needs of a hardware renderer.
doprecache(nTile, 0, 1);
}
TMap<int64_t, bool> cachemap;
void markTileForPrecache(int tilenum, int palnum)
{
int i, j;
if ((picanm[tilenum].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
{
i = tilenum - picanm[tilenum].num;
j = tilenum;
}
else
{
i = tilenum;
j = tilenum + picanm[tilenum].num;
}
for (; i <= j; i++)
{
int64_t val = i + (int64_t(palnum) << 32);
cachemap.Insert(val, true);
}
}
void precacheMarkedTiles()
{
decltype(cachemap)::Iterator it(cachemap);
decltype(cachemap)::Pair* pair;
while (it.NextPair(pair))
{
int dapicnum = pair->Key & 0x7fffffff;
int dapalnum = pair->Key >> 32;
doprecache(dapicnum, dapalnum, 0);
}
}