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- do not set CTF_Indexed for the software canvas and do not check for the shader to make decisions.
Always check the flag.
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2 changed files with 9 additions and 5 deletions
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@ -49,7 +49,11 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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auto imgtex = tx->GetTexture();
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mTextureLayers.Push({ imgtex, scaleflags, -1 });
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if ((tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) || (scaleflags & CTF_Indexed))
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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{
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mShaderIndex = SHADER_Paletted;
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}
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else if (scaleflags & CTF_Indexed)
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{
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mTextureLayers[0].scaleFlags |= CTF_Indexed;
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mShaderIndex = SHADER_Paletted;
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@ -159,7 +163,7 @@ FMaterial::~FMaterial()
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IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo** pLayer) const
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{
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if (mShaderIndex == SHADER_Paletted && i > 0 && layercallback)
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if ((mScaleFlags & CTF_Indexed) && i > 0 && layercallback)
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{
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static MaterialLayerInfo deflayer = { nullptr, 0, CLAMP_XY };
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if (i == 1 || i == 2)
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@ -173,7 +177,7 @@ IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo*
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{
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auto& layer = mTextureLayers[i];
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if (pLayer) *pLayer = &layer;
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if (mShaderIndex == SHADER_Paletted) translation = -1;
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if (mScaleFlags & CTF_Indexed) translation = -1;
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if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
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}
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return nullptr;
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@ -12,9 +12,9 @@ enum ECreateTexBufferFlags
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CTF_Expand = 1, // create buffer with a one-pixel wide border
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CTF_Upscale = 2, // Upscale the texture
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CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
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CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_Indexed = 4, // Tell the backend to create an indexed texture.
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CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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CTF_Indexed = 16 // Tell the backend to create an indexed texture.
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CTF_ProcessData = 16, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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};
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class FHardwareTextureContainer
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