mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- rewrote texture caching so that not the base texture but the actually used translations for sprites get precached.
This commit is contained in:
parent
ec037bfd1a
commit
6f2b0a6293
7 changed files with 104 additions and 64 deletions
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@ -73,6 +73,7 @@
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#include "gl/shaders/gl_shader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/stereo3d/scoped_view_shifter.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/utility/gl_clock.h"
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@ -979,6 +980,7 @@ struct FGLInterface : public FRenderer
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{
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bool UsesColormap() const;
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void PrecacheTexture(FTexture *tex, int cache);
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void PrecacheSprite(FTexture *tex, SpriteHits &hits);
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void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
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void RenderView(player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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@ -1021,20 +1023,54 @@ void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
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{
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if (cache)
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{
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tex->PrecacheGL(cache);
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if (gl_precache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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if (gltex) gltex->Precache();
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}
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}
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}
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else
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{
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tex->UncacheGL();
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if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
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}
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: PrecacheSprite
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//
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//==========================================================================
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void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
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{
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if (hits.CountUsed() == 0)
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{
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if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
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}
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else
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
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if (gltex) gltex->PrecacheList(hits);
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: Precache
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//
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//==========================================================================
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void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
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{
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BYTE *spritelist = new BYTE[sprites.Size()];
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SpriteHits *spritelist = new SpriteHits[sprites.Size()];
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SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
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TMap<PClassActor*, bool>::Iterator it(actorhitlist);
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TMap<PClassActor*, bool>::Pair *pair;
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memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
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// this isn't done by the main code so it needs to be done here first:
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// check skybox textures and mark the separate faces as used
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@ -1059,19 +1095,14 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
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}
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}
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memset(spritelist, 0, sprites.Size());
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while (it.NextPair(pair))
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{
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PClassActor *cls = pair->Key;
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int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
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for (int i = 0; i < cls->NumOwnedStates; i++)
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{
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spritelist[cls->OwnedStates[i].sprite] = true;
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spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
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}
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}
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@ -1079,7 +1110,7 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
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for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
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{
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if (spritelist[i])
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if (spritelist[i].CountUsed())
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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@ -1091,21 +1122,21 @@ void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhit
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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texhitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite;
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spritehitlist[pic.GetIndex()] = &spritelist[i];
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}
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}
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}
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}
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}
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delete[] spritelist;
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TexMan.precacheTime = I_FPSTime();
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int cnt = TexMan.NumTextures();
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for (int i = cnt - 1; i >= 0; i--)
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{
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PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
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if (spritehitlist[i] != nullptr) PrecacheSprite(TexMan.ByIndex(i), *spritehitlist[i]);
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}
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delete[] spritehitlist;
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delete[] spritelist;
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}
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@ -306,6 +306,29 @@ void FHardwareTexture::Clean(bool all)
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if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
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}
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//===========================================================================
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//
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// Deletes all allocated resources and considers translations
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// This will only be called for sprites
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//
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//===========================================================================
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void FHardwareTexture::CleanUnused(SpriteHits &usedtranslations)
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{
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if (usedtranslations.CheckKey(0) != nullptr)
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{
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glDefTex.Delete();
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}
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for (int i = glTex_Translated.Size()-1; i>= 0; i--)
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{
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if (usedtranslations.CheckKey(glTex_Translated[i].translation) != nullptr)
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{
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glTex_Translated[i].Delete();
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glTex_Translated.Delete(i);
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}
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}
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}
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//===========================================================================
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//
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// Destroys the texture
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@ -13,6 +13,7 @@
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class FCanvasTexture;
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class AActor;
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typedef TMap<int, bool> SpriteHits;
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// For error catching while changing parameters.
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enum EInvalid
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@ -79,6 +80,7 @@ public:
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unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation);
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void Clean(bool all);
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void CleanUnused(SpriteHits &usedtranslations);
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};
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#endif
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@ -91,6 +91,7 @@ FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
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bIsTransparent = -1;
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bExpandFlag = expandpatches;
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lastSampler = 254;
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lastTranslation = -1;
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tex->gl_info.SystemTexture[expandpatches] = this;
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}
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@ -165,16 +166,28 @@ unsigned char *FGLTexture::LoadHiresTexture(FTexture *tex, int *width, int *heig
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void FGLTexture::Clean(bool all)
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{
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if (mHwTexture)
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if (mHwTexture != nullptr)
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{
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if (!all) mHwTexture->Clean(false);
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else
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{
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delete mHwTexture;
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mHwTexture = NULL;
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mHwTexture = nullptr;
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}
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lastSampler = 253;
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lastTranslation = -1;
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}
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}
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void FGLTexture::CleanUnused(SpriteHits &usedtranslations)
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{
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if (mHwTexture != nullptr)
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{
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mHwTexture->CleanUnused(usedtranslations);
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lastSampler = 253;
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lastTranslation = -1;
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}
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}
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@ -334,8 +347,9 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
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}
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if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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if (lastSampler != clampmode)
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if (lastSampler != clampmode || lastTranslation != translation)
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lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
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lastTranslation = translation;
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return hwtex;
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}
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return NULL;
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@ -710,6 +724,19 @@ void FMaterial::Precache()
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Bind(0, 0);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FMaterial::PrecacheList(SpriteHits &translations)
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{
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if (mBaseLayer != nullptr) mBaseLayer->CleanUnused(translations);
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SpriteHits::Iterator it(translations);
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SpriteHits::Pair *pair;
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while(it.NextPair(pair)) Bind(0, pair->Key);
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}
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//===========================================================================
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//
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// Retrieve texture coordinate info for per-wall scaling
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@ -66,6 +66,7 @@ private:
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bool bHasColorkey; // only for hires
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bool bExpandFlag;
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BYTE lastSampler;
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int lastTranslation;
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unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height);
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unsigned char * CreateTexBuffer(int translation, int & w, int & h, FTexture *hirescheck, bool createexpanded = true, bool alphatrans = false);
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void Clean(bool all);
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void CleanUnused(SpriteHits &usedtranslations);
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int Dump(int i);
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};
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@ -127,6 +129,7 @@ public:
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FMaterial(FTexture *tex, bool forceexpand);
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~FMaterial();
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void Precache();
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void PrecacheList(SpriteHits &translations);
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bool isMasked() const
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{
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return !!mBaseLayer->tex->bMasked;
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@ -240,7 +240,6 @@ FTexture::MiscGLInfo::MiscGLInfo() throw()
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mIsTransparent = -1;
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shaderspeed = 1.f;
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shaderindex = 0;
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precacheTime = 0;
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Material[1] = Material[0] = NULL;
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SystemTexture[1] = SystemTexture[0] = NULL;
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@ -310,46 +309,6 @@ void FTexture::CreateDefaultBrightmap()
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}
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//==========================================================================
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//
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// Precaches a GL texture
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//
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//==========================================================================
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void FTexture::PrecacheGL(int cache)
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{
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if (gl_precache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(this, false);
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if (gltex) gltex->Precache();
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}
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if (cache & FTextureManager::HIT_Sprite)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(this, true);
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if (gltex) gltex->Precache();
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}
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gl_info.precacheTime = TexMan.precacheTime;
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}
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}
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//==========================================================================
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//
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// Precaches a GL texture
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//
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//==========================================================================
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void FTexture::UncacheGL()
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{
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if (gl_info.precacheTime != TexMan.precacheTime)
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{
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if (gl_info.Material[0]) gl_info.Material[0]->Clean(true);
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if (gl_info.Material[1]) gl_info.Material[1]->Clean(true);
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gl_info.precacheTime = 0;
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}
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}
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//==========================================================================
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//
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// Calculates glow color for a texture
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@ -310,7 +310,6 @@ public:
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FloatRect *areas;
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int areacount;
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int shaderindex;
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unsigned int precacheTime;
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float shaderspeed;
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int mIsTransparent:2;
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bool bGlowing:1; // Texture glows
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@ -328,8 +327,6 @@ public:
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};
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MiscGLInfo gl_info;
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virtual void PrecacheGL(int cache);
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virtual void UncacheGL();
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void GetGlowColor(float *data);
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PalEntry GetSkyCapColor(bool bottom);
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bool isGlowing() { return gl_info.bGlowing; }
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@ -458,8 +455,6 @@ public:
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FSwitchDef *FindSwitch (FTextureID texture);
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FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
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unsigned int precacheTime;
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private:
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// texture counting
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