- removed the intermediate FGLTexture class.

This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
This commit is contained in:
Christoph Oelckers 2018-04-24 20:41:52 +02:00
parent 8d62ebd2f4
commit c37ff22a05
11 changed files with 172 additions and 300 deletions

View file

@ -65,7 +65,6 @@ public:
class FSWSceneTexture : public FTexture class FSWSceneTexture : public FTexture
{ {
public: public:
FHardwareTexture *hwtex;
FSWSceneTexture(int w, int h, int bits) FSWSceneTexture(int w, int h, int bits)
{ {
@ -73,9 +72,8 @@ public:
Height = h; Height = h;
WidthBits = bits; WidthBits = bits;
UseType = ETextureType::SWCanvas; UseType = ETextureType::SWCanvas;
bNoCompress = true;
hwtex = new FHardwareTexture(true); gl_info.SystemTexture[0] = screen->CreateHardwareTexture(this);
new FGLTexture(this, hwtex);
} }
// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong. // This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
@ -101,20 +99,23 @@ SWSceneDrawer::~SWSceneDrawer()
void SWSceneDrawer::RenderView(player_t *player) void SWSceneDrawer::RenderView(player_t *player)
{ {
DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()); DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
if (FBTexture == nullptr || FBTexture->hwtex == nullptr || FBTexture->GetWidth() != screen->GetWidth() || FBTexture->GetHeight() != screen->GetHeight() || (V_IsTrueColor() ? 1:0) != FBTexture->WidthBits) if (FBTexture == nullptr || FBTexture->gl_info.SystemTexture[0] == nullptr ||
FBTexture->GetWidth() != screen->GetWidth() ||
FBTexture->GetHeight() != screen->GetHeight() ||
(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
{ {
// This manually constructs its own material here. // This manually constructs its own material here.
if (FBTexture != nullptr) delete FBTexture; if (FBTexture != nullptr) delete FBTexture;
FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()); FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
FBTexture->hwtex->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1); FBTexture->gl_info.SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
auto mat = FMaterial::ValidateTexture(FBTexture, false); auto mat = FMaterial::ValidateTexture(FBTexture, false);
mat->AddTextureLayer(PaletteTexture); mat->AddTextureLayer(PaletteTexture);
} }
auto buf = FBTexture->hwtex->MapBuffer(); auto buf = FBTexture->gl_info.SystemTexture[0]->MapBuffer();
if (!buf) I_FatalError("Unable to map buffer for software rendering"); if (!buf) I_FatalError("Unable to map buffer for software rendering");
buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf); buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
SWRenderer->RenderView(player, &buffer); SWRenderer->RenderView(player, &buffer);
FBTexture->hwtex->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer"); FBTexture->gl_info.SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
auto map = swrenderer::CameraLight::Instance()->ShaderColormap(); auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
screen->Begin2D(false); screen->Begin2D(false);

View file

@ -388,6 +388,12 @@ void OpenGLFrameBuffer::SetTextureFilterMode()
if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode(); if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
} }
FHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(FTexture *tex)
{
return new FHardwareTexture(tex->bNoCompress);
}
void OpenGLFrameBuffer::UpdatePalette() void OpenGLFrameBuffer::UpdatePalette()
{ {
if (GLRenderer) if (GLRenderer)

View file

@ -43,6 +43,7 @@ public:
void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override; void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
void RenderView(player_t *player) override; void RenderView(player_t *player) override;
void SetTextureFilterMode() override; void SetTextureFilterMode() override;
FHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
// Retrieves a buffer containing image data for a screenshot. // Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer // Hint: Pitch can be negative for upside-down images, in which case buffer

View file

@ -35,6 +35,7 @@
#include "gl/system/gl_debug.h" #include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_material.h" #include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
extern TexFilter_s TexFilter[]; extern TexFilter_s TexFilter[];
@ -491,3 +492,64 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height)); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
} }
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
{
int usebright = false;
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
bool needmipmap = (clampmode <= CLAMP_XY);
// Texture has become invalid
if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified(DefaultRenderStyle()))
{
Clean(true);
}
// Bind it to the system.
if (!Bind(texunit, translation, needmipmap))
{
int w = 0, h = 0;
// Create this texture
unsigned char * buffer = nullptr;
if (!tex->bHasCanvas)
{
if (gl.legacyMode) flags |= CTF_MaybeWarped;
buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
}
else
{
w = tex->GetWidth();
h = tex->GetHeight();
}
if (!CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FHardwareTexture.BindOrCreate"))
{
// could not create texture
delete[] buffer;
return false;
}
delete[] buffer;
}
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
return true;
}

View file

@ -83,6 +83,8 @@ public:
void BindToFrameBuffer(int w, int h); void BindToFrameBuffer(int w, int h);
unsigned int Bind(int texunit, int translation, bool needmipmap); unsigned int Bind(int texunit, int translation, bool needmipmap);
bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
void AllocateBuffer(int w, int h, int texelsize); void AllocateBuffer(int w, int h, int texelsize);
uint8_t *MapBuffer(); uint8_t *MapBuffer();

View file

@ -26,13 +26,11 @@
#include "sbar.h" #include "sbar.h"
#include "stats.h" #include "stats.h"
#include "r_utility.h" #include "r_utility.h"
#include "textures/warpbuffer.h"
#include "gl/system/gl_interface.h" #include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h" #include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_material.h" #include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/shaders/gl_shader.h" #include "gl/shaders/gl_shader.h"
EXTERN_CVAR(Bool, gl_render_precise) EXTERN_CVAR(Bool, gl_render_precise)
@ -40,185 +38,6 @@ EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache) EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_texture_usehires) EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
//
// The GL texture maintenance class
//
//===========================================================================
//===========================================================================
//
// Constructor
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
{
assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
tex = tx;
mHwTexture = NULL;
lastSampler = 254;
lastTranslation = -1;
tex->gl_info.SystemTexture[expandpatches] = this;
}
//===========================================================================
//
// Constructor 2 for the SW framebuffer which provides its own hardware texture.
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, FHardwareTexture *hwtex)
{
assert(tx->gl_info.SystemTexture[0] == NULL);
tex = tx;
mHwTexture = hwtex;
lastSampler = 254;
lastTranslation = -1;
tex->gl_info.SystemTexture[0] = this;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
for (auto & i : tex->gl_info.SystemTexture) if (i == this) i = nullptr;
}
//===========================================================================
//
// Deletes all allocated resources
//
//===========================================================================
void FGLTexture::Clean(bool all)
{
if (mHwTexture != nullptr)
{
if (!all) mHwTexture->Clean(false);
else
{
delete mHwTexture;
mHwTexture = nullptr;
}
lastSampler = 253;
lastTranslation = -1;
}
}
void FGLTexture::CleanUnused(SpriteHits &usedtranslations)
{
if (mHwTexture != nullptr)
{
mHwTexture->CleanUnused(usedtranslations);
lastSampler = 253;
lastTranslation = -1;
}
}
//===========================================================================
//
// Create hardware texture for world use
//
//===========================================================================
FHardwareTexture *FGLTexture::CreateHwTexture()
{
if (tex->UseType==ETextureType::Null) return NULL; // Cannot register a NULL texture
if (mHwTexture == NULL)
{
mHwTexture = new FHardwareTexture(tex->bNoCompress);
}
return mHwTexture;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
bool FGLTexture::Bind(int texunit, int clampmode, int translation, int flags)
{
int usebright = false;
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
bool needmipmap = (clampmode <= CLAMP_XY);
FHardwareTexture *hwtex = CreateHwTexture();
if (hwtex)
{
// Texture has become invalid
if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified(DefaultRenderStyle()))
{
Clean(true);
hwtex = CreateHwTexture();
}
// Bind it to the system.
if (!hwtex->Bind(texunit, translation, needmipmap))
{
int w=0, h=0;
// Create this texture
unsigned char * buffer = nullptr;
if (!tex->bHasCanvas)
{
buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
if (tex->bWarped && gl.legacyMode && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
{
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
unsigned char *warpbuffer = new unsigned char[w*h*4];
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, screen->FrameTime, wt->Speed, tex->bWarped);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime[0] = screen->FrameTime;
}
}
else
{
w = tex->GetWidth();
h = tex->GetHeight();
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
{
// could not create texture
delete[] buffer;
return false;
}
delete[] buffer;
}
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (translation != lastTranslation) lastSampler = 254;
if (lastSampler != clampmode)
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
lastTranslation = translation;
return true;
}
return false;
}
//=========================================================================== //===========================================================================
// //
// //
@ -288,18 +107,18 @@ float FTexCoordInfo::TextureAdjustWidth() const
// //
// //
//=========================================================================== //===========================================================================
FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand) FHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{ {
if (tex && tex->UseType!=ETextureType::Null) if (tex && tex->UseType!=ETextureType::Null)
{ {
FGLTexture *gltex = tex->gl_info.SystemTexture[expand]; FHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == NULL) if (gltex == nullptr)
{ {
gltex = new FGLTexture(tex, expand); gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
} }
return gltex; return gltex;
} }
return NULL; return nullptr;
} }
//=========================================================================== //===========================================================================
@ -625,7 +444,7 @@ void FMaterial::Bind(int clampmode, int translation)
// Textures that are already scaled in the texture lump will not get replaced by hires textures. // Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0; int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0;
if (mBaseLayer->Bind(0, clampmode, translation, flags)) if (mBaseLayer->BindOrCreate(tex, 0, clampmode, translation, flags))
{ {
for(unsigned i=0;i<mTextureLayers.Size();i++) for(unsigned i=0;i<mTextureLayers.Size();i++)
{ {
@ -634,13 +453,13 @@ void FMaterial::Bind(int clampmode, int translation)
{ {
FTextureID id = mTextureLayers[i].texture->id; FTextureID id = mTextureLayers[i].texture->id;
layer = TexMan(id); layer = TexMan(id);
ValidateSysTexture(layer, mExpanded);
} }
else else
{ {
layer = mTextureLayers[i].texture; layer = mTextureLayers[i].texture;
} }
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, 0); auto systex = ValidateSysTexture(layer, mExpanded);
systex->BindOrCreate(layer, i+1, clampmode, 0, 0);
maxbound = i+1; maxbound = i+1;
} }
} }
@ -730,7 +549,6 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
{ {
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{ {
FTexture *tex = mBaseLayer->tex;
*pAreas = tex->areas; *pAreas = tex->areas;
return tex->areacount; return tex->areacount;
} }
@ -748,14 +566,14 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
void FMaterial::BindToFrameBuffer() void FMaterial::BindToFrameBuffer()
{ {
if (mBaseLayer->mHwTexture == NULL) if (mBaseLayer == nullptr)
{ {
// must create the hardware texture first // must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, 0); mBaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
FHardwareTexture::Unbind(0); FHardwareTexture::Unbind(0);
ClearLastTexture(); ClearLastTexture();
} }
mBaseLayer->mHwTexture->BindToFrameBuffer(mWidth, mHeight); mBaseLayer->BindToFrameBuffer(mWidth, mHeight);
} }
//========================================================================== //==========================================================================
@ -823,8 +641,8 @@ void FMaterial::FlushAll()
{ {
for (int j = 0; j < 2; j++) for (int j = 0; j < 2; j++)
{ {
FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j]; auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
if (gltex != NULL) gltex->Clean(true); if (gltex != nullptr) gltex->Clean(true);
} }
} }
} }

View file

@ -43,39 +43,6 @@ struct FTexCoordInfo
float TextureAdjustWidth() const; float TextureAdjustWidth() const;
}; };
//===========================================================================
//
// device independent wrapper around the hardware texture and its sampler state
//
//===========================================================================
class FMaterial;
class FGLTexture
{
friend class FMaterial;
public:
FTexture * tex;
private:
FHardwareTexture *mHwTexture;
uint8_t lastSampler;
int lastTranslation;
FHardwareTexture *CreateHwTexture();
bool Bind(int texunit, int clamp, int translation, int flags);
public:
FGLTexture(FTexture * tx, bool expandpatches);
FGLTexture(FTexture * tx, FHardwareTexture *hwtex); // for the SW framebuffer
~FGLTexture();
void Clean(bool all);
void CleanUnused(SpriteHits &usedtranslations);
bool isInitialized() const { return mHwTexture != nullptr; }
};
//=========================================================================== //===========================================================================
// //
// this is the material class for OpenGL. // this is the material class for OpenGL.
@ -98,7 +65,7 @@ class FMaterial
static TArray<FMaterial *> mMaterials; static TArray<FMaterial *> mMaterials;
static int mMaxBound; static int mMaxBound;
FGLTexture *mBaseLayer; FHardwareTexture *mBaseLayer;
TArray<FTextureLayer> mTextureLayers; TArray<FTextureLayer> mTextureLayers;
int mShaderIndex; int mShaderIndex;
@ -115,7 +82,7 @@ class FMaterial
float mSpriteU[2], mSpriteV[2]; float mSpriteU[2], mSpriteV[2];
FloatRect mSpriteRect; FloatRect mSpriteRect;
FGLTexture * ValidateSysTexture(FTexture * tex, bool expand); FHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
bool TrimBorders(uint16_t *rect); bool TrimBorders(uint16_t *rect);
public: public:
@ -134,7 +101,7 @@ public:
} }
bool isMasked() const bool isMasked() const
{ {
return !!mBaseLayer->tex->bMasked; return !!tex->bMasked;
} }
int GetLayers() const int GetLayers() const

View file

@ -173,9 +173,8 @@ area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *fr
// allow some tolerance in case slopes are involved // allow some tolerance in case slopes are involved
if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100) if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100)
return area_below; return area_below;
else
return area_normal;
} }
return area_normal;
} }

View file

@ -45,6 +45,7 @@
#include "c_dispatch.h" #include "c_dispatch.h"
#include "v_video.h" #include "v_video.h"
#include "m_fixed.h" #include "m_fixed.h"
#include "textures/warpbuffer.h"
FTexture *CreateBrightmapTexture(FTexture*); FTexture *CreateBrightmapTexture(FTexture*);
@ -1352,7 +1353,7 @@ bool FTexture::ProcessData(unsigned char * buffer, int w, int h, bool ispatch)
unsigned char * FTexture::CreateTexBuffer(int translation, int & w, int & h, int flags) unsigned char * FTexture::CreateTexBuffer(int translation, int & w, int & h, int flags)
{ {
unsigned char * buffer; unsigned char * buffer = nullptr;
int W, H; int W, H;
int isTransparent = -1; int isTransparent = -1;
@ -1360,11 +1361,10 @@ unsigned char * FTexture::CreateTexBuffer(int translation, int & w, int & h, int
if ((flags & CTF_CheckHires) && translation != STRange_AlphaTexture) if ((flags & CTF_CheckHires) && translation != STRange_AlphaTexture)
{ {
buffer = LoadHiresTexture(&w, &h); buffer = LoadHiresTexture(&w, &h);
if (buffer) }
if (buffer == nullptr)
{ {
return buffer;
}
}
int exx = !!(flags & CTF_Expand); int exx = !!(flags & CTF_Expand);
@ -1425,6 +1425,18 @@ unsigned char * FTexture::CreateTexBuffer(int translation, int & w, int & h, int
buffer = CreateUpsampledTextureBuffer(buffer, W, H, w, h, !!isTransparent); buffer = CreateUpsampledTextureBuffer(buffer, W, H, w, h, !!isTransparent);
ProcessData(buffer, w, h, false); ProcessData(buffer, w, h, false);
} }
}
if ((flags & CTF_MaybeWarped) && bWarped && w*h <= 256 * 256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
{
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(this);
unsigned char *warpbuffer = new unsigned char[w*h * 4];
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, screen->FrameTime, wt->Speed, bWarped);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime[0] = screen->FrameTime;
}
return buffer; return buffer;
} }

View file

@ -101,7 +101,8 @@ enum ECreateTexBufferFlags
{ {
CTF_CheckHires = 1, // use external hires replacement if found CTF_CheckHires = 1, // use external hires replacement if found
CTF_Expand = 2, // create buffer with a one-pixel wide border CTF_Expand = 2, // create buffer with a one-pixel wide border
CTF_ProcessData = 4 // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture. CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
CTF_MaybeWarped = 8 // may be warped if needed
}; };
@ -114,7 +115,7 @@ class FScanner;
// Texture IDs // Texture IDs
class FTextureManager; class FTextureManager;
class FTerrainTypeArray; class FTerrainTypeArray;
class FGLTexture; class FHardwareTexture;
class FMaterial; class FMaterial;
extern int r_spriteadjustSW, r_spriteadjustHW; extern int r_spriteadjustSW, r_spriteadjustHW;
@ -481,7 +482,7 @@ public:
struct GLTexInfo struct GLTexInfo
{ {
FMaterial *Material[2] = { nullptr, nullptr }; FMaterial *Material[2] = { nullptr, nullptr };
FGLTexture *SystemTexture[2] = { nullptr, nullptr }; FHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
bool bNoExpand = false; bool bNoExpand = false;
~GLTexInfo(); ~GLTexInfo();

View file

@ -280,6 +280,8 @@ public:
class FUniquePalette; class FUniquePalette;
class FHardwareTexture;
class FTexture;
// A canvas that represents the actual display. The video code is responsible // A canvas that represents the actual display. The video code is responsible
// for actually implementing this. Built on top of SimpleCanvas, because it // for actually implementing this. Built on top of SimpleCanvas, because it
@ -351,6 +353,7 @@ public:
// Delete any resources that need to be deleted after restarting with a different IWAD // Delete any resources that need to be deleted after restarting with a different IWAD
virtual void CleanForRestart() {} virtual void CleanForRestart() {}
virtual void SetTextureFilterMode() {} virtual void SetTextureFilterMode() {}
virtual FHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; }
// Begin 2D drawing operations. // Begin 2D drawing operations.
// Returns true if hardware-accelerated 2D has been entered, false if not. // Returns true if hardware-accelerated 2D has been entered, false if not.