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- use a linked list to keep track of all allocated VkHardwareTexture objects
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parent
c691a8fe64
commit
308c884d02
4 changed files with 16 additions and 7 deletions
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@ -66,6 +66,10 @@ VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevi
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VulkanFrameBuffer::~VulkanFrameBuffer()
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{
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// All descriptors must be destroyed before the descriptor pool in renderpass manager is destroyed
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for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
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cur->Reset();
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delete MatricesUBO;
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delete ColorsUBO;
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delete GlowingWallsUBO;
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@ -73,8 +77,6 @@ VulkanFrameBuffer::~VulkanFrameBuffer()
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delete mSkyData;
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delete mViewpoints;
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delete mLights;
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for (auto tex : AllTextures)
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tex->Reset();
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}
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void VulkanFrameBuffer::InitializeState()
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@ -277,9 +279,7 @@ void VulkanFrameBuffer::CleanForRestart()
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IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture()
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{
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auto texture = new VkHardwareTexture();
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AllTextures.Push(texture);
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return texture;
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return new VkHardwareTexture();
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}
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FModelRenderer *VulkanFrameBuffer::CreateModelRenderer(int mli)
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@ -86,8 +86,6 @@ private:
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int lastSwapWidth = 0;
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int lastSwapHeight = 0;
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TArray<VkHardwareTexture*> AllTextures;
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};
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inline VulkanFrameBuffer *GetVulkanFrameBuffer() { return static_cast<VulkanFrameBuffer*>(screen); }
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@ -37,12 +37,19 @@
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vk_hwtexture.h"
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VkHardwareTexture *VkHardwareTexture::First = nullptr;
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VkHardwareTexture::VkHardwareTexture()
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{
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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VkHardwareTexture::~VkHardwareTexture()
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{
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if (Next) Next->Prev = Prev;
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if (!Prev) First = Next;
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}
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void VkHardwareTexture::Reset()
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@ -32,6 +32,10 @@ public:
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uint8_t *MapBuffer() override;
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unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const char *name) override;
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static VkHardwareTexture *First;
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VkHardwareTexture *Prev = nullptr;
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VkHardwareTexture *Next = nullptr;
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private:
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VulkanImageView *GetImageView(FTexture *tex, int clampmode, int translation, int flags);
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