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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- fixed layer creation.
This commit is contained in:
parent
173b8beb33
commit
7ea1e8acee
2 changed files with 21 additions and 16 deletions
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@ -404,17 +404,21 @@ outl:
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IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer)
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{
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FTexture *texture = i == 0 ? tex : mTextureLayers[i - 1];
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if (pLayer) *pLayer = tex;
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auto hwtex = tex->SystemTextures.GetHardwareTexture(translation, mExpanded);
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if (hwtex == nullptr)
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FTexture *layer = i == 0 ? tex : mTextureLayers[i - 1];
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if (pLayer) *pLayer = layer;
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if (layer && layer->UseType!=ETextureType::Null)
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{
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hwtex = screen->CreateHardwareTexture();
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// Fixme: This needs to create the texture here and not implicitly in BindOrCreate!
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tex->SystemTextures.AddHardwareTexture(translation, mExpanded, hwtex);
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IHardwareTexture *hwtex = layer->SystemTextures.GetHardwareTexture(0, mExpanded);
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if (hwtex == nullptr)
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{
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hwtex = screen->CreateHardwareTexture();
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layer->SystemTextures.AddHardwareTexture(0, mExpanded, hwtex);
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hwtex = tex->SystemTextures.GetHardwareTexture(0, mExpanded);
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}
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return hwtex;
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}
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return hwtex;
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return nullptr;
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}
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//===========================================================================
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@ -473,8 +477,8 @@ again:
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{
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if (tex->bNoExpand) expand = false;
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FMaterial *gltex = tex->Material[expand];
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if (gltex == NULL && create)
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FMaterial *hwtex = tex->Material[expand];
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if (hwtex == NULL && create)
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{
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if (expand)
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{
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@ -493,9 +497,9 @@ again:
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goto again;
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}
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}
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gltex = new FMaterial(tex, expand);
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hwtex = new FMaterial(tex, expand);
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}
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return gltex;
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return hwtex;
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}
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return NULL;
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}
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@ -54,6 +54,7 @@
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#include "vm.h"
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#include "image.h"
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#include "formats/multipatchtexture.h"
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#include "swrenderer/textures/r_swtexture.h"
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FTextureManager TexMan;
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@ -159,11 +160,11 @@ void FTextureManager::FlushAll()
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{
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for (int j = 0; j < 2; j++)
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{
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TexMan.ByIndex(i)->SystemTextures.Clean(true, true);
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delete TexMan.ByIndex(i)->SoftwareTexture;
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Textures[i].Texture->SystemTextures.Clean(true, true);
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delete Textures[i].Texture->SoftwareTexture;
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Textures[i].Texture->SoftwareTexture = nullptr;
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}
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}
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// This must also delete the software renderer's canvas.
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}
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//==========================================================================
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