mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- 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:
parent
8d62ebd2f4
commit
c37ff22a05
11 changed files with 172 additions and 300 deletions
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@ -65,7 +65,6 @@ public:
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class FSWSceneTexture : public FTexture
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{
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public:
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FHardwareTexture *hwtex;
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FSWSceneTexture(int w, int h, int bits)
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{
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@ -73,9 +72,8 @@ public:
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Height = h;
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WidthBits = bits;
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UseType = ETextureType::SWCanvas;
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hwtex = new FHardwareTexture(true);
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new FGLTexture(this, hwtex);
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bNoCompress = true;
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gl_info.SystemTexture[0] = screen->CreateHardwareTexture(this);
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}
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// This is just a wrapper around the hardware texture and should never call the bitmap getters - if it does, something is wrong.
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@ -101,20 +99,23 @@ SWSceneDrawer::~SWSceneDrawer()
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void SWSceneDrawer::RenderView(player_t *player)
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{
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DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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if (FBTexture == nullptr || FBTexture->hwtex == nullptr || FBTexture->GetWidth() != screen->GetWidth() || FBTexture->GetHeight() != screen->GetHeight() || (V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
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if (FBTexture == nullptr || FBTexture->gl_info.SystemTexture[0] == nullptr ||
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FBTexture->GetWidth() != screen->GetWidth() ||
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FBTexture->GetHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != FBTexture->WidthBits)
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{
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// This manually constructs its own material here.
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if (FBTexture != nullptr) delete FBTexture;
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FBTexture = new FSWSceneTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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FBTexture->hwtex->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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FBTexture->gl_info.SystemTexture[0]->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(FBTexture, false);
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mat->AddTextureLayer(PaletteTexture);
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}
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auto buf = FBTexture->hwtex->MapBuffer();
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auto buf = FBTexture->gl_info.SystemTexture[0]->MapBuffer();
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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buffer.SetBuffer(screen->GetWidth(), screen->GetHeight(), screen->GetWidth(), buf);
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SWRenderer->RenderView(player, &buffer);
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FBTexture->hwtex->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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FBTexture->gl_info.SystemTexture[0]->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, 0, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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screen->Begin2D(false);
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@ -388,6 +388,12 @@ void OpenGLFrameBuffer::SetTextureFilterMode()
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if (GLRenderer != nullptr && GLRenderer->mSamplerManager != nullptr) GLRenderer->mSamplerManager->SetTextureFilterMode();
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}
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FHardwareTexture *OpenGLFrameBuffer::CreateHardwareTexture(FTexture *tex)
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{
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return new FHardwareTexture(tex->bNoCompress);
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}
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void OpenGLFrameBuffer::UpdatePalette()
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{
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if (GLRenderer)
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@ -43,6 +43,7 @@ public:
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
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void RenderView(player_t *player) override;
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void SetTextureFilterMode() override;
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FHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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@ -35,6 +35,7 @@
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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extern TexFilter_s TexFilter[];
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@ -491,3 +492,64 @@ void FHardwareTexture::BindToFrameBuffer(int width, int height)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
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{
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int usebright = false;
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if (translation <= 0)
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{
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translation = -translation;
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}
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else
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{
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auto remap = TranslationToTable(translation);
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translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
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}
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bool needmipmap = (clampmode <= CLAMP_XY);
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// Texture has become invalid
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if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified(DefaultRenderStyle()))
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{
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Clean(true);
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}
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// Bind it to the system.
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if (!Bind(texunit, translation, needmipmap))
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{
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int w = 0, h = 0;
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// Create this texture
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unsigned char * buffer = nullptr;
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if (!tex->bHasCanvas)
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{
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if (gl.legacyMode) flags |= CTF_MaybeWarped;
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buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
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}
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else
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{
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w = tex->GetWidth();
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h = tex->GetHeight();
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}
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if (!CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FHardwareTexture.BindOrCreate"))
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{
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// could not create texture
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delete[] buffer;
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return false;
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}
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delete[] buffer;
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}
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
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return true;
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}
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@ -83,6 +83,8 @@ public:
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void BindToFrameBuffer(int w, int h);
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unsigned int Bind(int texunit, int translation, bool needmipmap);
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bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
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void AllocateBuffer(int w, int h, int texelsize);
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uint8_t *MapBuffer();
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@ -26,13 +26,11 @@
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#include "sbar.h"
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#include "stats.h"
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#include "r_utility.h"
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#include "textures/warpbuffer.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/shaders/gl_shader.h"
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EXTERN_CVAR(Bool, gl_render_precise)
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@ -40,185 +38,6 @@ EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_precache)
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EXTERN_CVAR(Bool, gl_texture_usehires)
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//===========================================================================
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//
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// The GL texture maintenance class
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//
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//===========================================================================
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//===========================================================================
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//
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// Constructor
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//
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//===========================================================================
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FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
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{
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assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
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tex = tx;
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mHwTexture = NULL;
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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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//===========================================================================
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//
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// Constructor 2 for the SW framebuffer which provides its own hardware texture.
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//
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//===========================================================================
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FGLTexture::FGLTexture(FTexture * tx, FHardwareTexture *hwtex)
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{
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assert(tx->gl_info.SystemTexture[0] == NULL);
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tex = tx;
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mHwTexture = hwtex;
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lastSampler = 254;
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lastTranslation = -1;
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tex->gl_info.SystemTexture[0] = this;
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}
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//===========================================================================
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//
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// Destructor
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//
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//===========================================================================
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FGLTexture::~FGLTexture()
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{
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Clean(true);
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for (auto & i : tex->gl_info.SystemTexture) if (i == this) i = nullptr;
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}
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//===========================================================================
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//
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// Deletes all allocated resources
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//
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//===========================================================================
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void FGLTexture::Clean(bool all)
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{
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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 = 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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//===========================================================================
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//
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// Create hardware texture for world use
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//
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//===========================================================================
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FHardwareTexture *FGLTexture::CreateHwTexture()
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{
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if (tex->UseType==ETextureType::Null) return NULL; // Cannot register a NULL texture
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if (mHwTexture == NULL)
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{
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mHwTexture = new FHardwareTexture(tex->bNoCompress);
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}
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return mHwTexture;
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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bool FGLTexture::Bind(int texunit, int clampmode, int translation, int flags)
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{
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int usebright = false;
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if (translation <= 0)
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{
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translation = -translation;
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}
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else
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{
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auto remap = TranslationToTable(translation);
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translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
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}
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bool needmipmap = (clampmode <= CLAMP_XY);
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FHardwareTexture *hwtex = CreateHwTexture();
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if (hwtex)
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{
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// Texture has become invalid
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if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified(DefaultRenderStyle()))
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{
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Clean(true);
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hwtex = CreateHwTexture();
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}
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// Bind it to the system.
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if (!hwtex->Bind(texunit, translation, needmipmap))
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{
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int w=0, h=0;
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// Create this texture
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unsigned char * buffer = nullptr;
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if (!tex->bHasCanvas)
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{
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buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
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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.
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{
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// need to do software warping
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FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
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unsigned char *warpbuffer = new unsigned char[w*h*4];
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WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, screen->FrameTime, wt->Speed, tex->bWarped);
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delete[] buffer;
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buffer = warpbuffer;
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wt->GenTime[0] = screen->FrameTime;
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}
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}
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else
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{
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w = tex->GetWidth();
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h = tex->GetHeight();
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}
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if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
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{
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// could not create texture
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delete[] buffer;
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return false;
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}
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delete[] buffer;
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}
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if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
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if (translation != lastTranslation) lastSampler = 254;
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if (lastSampler != clampmode)
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lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
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lastTranslation = translation;
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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//
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@ -288,18 +107,18 @@ float FTexCoordInfo::TextureAdjustWidth() const
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//
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//
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//===========================================================================
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FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
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FHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
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{
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if (tex && tex->UseType!=ETextureType::Null)
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{
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FGLTexture *gltex = tex->gl_info.SystemTexture[expand];
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if (gltex == NULL)
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FHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
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if (gltex == nullptr)
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{
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gltex = new FGLTexture(tex, expand);
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gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
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}
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return gltex;
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}
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return NULL;
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return nullptr;
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}
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//===========================================================================
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@ -625,7 +444,7 @@ void FMaterial::Bind(int clampmode, int translation)
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0;
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if (mBaseLayer->Bind(0, clampmode, translation, flags))
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if (mBaseLayer->BindOrCreate(tex, 0, clampmode, translation, flags))
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{
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for(unsigned i=0;i<mTextureLayers.Size();i++)
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{
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@ -634,13 +453,13 @@ void FMaterial::Bind(int clampmode, int translation)
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{
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FTextureID id = mTextureLayers[i].texture->id;
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layer = TexMan(id);
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ValidateSysTexture(layer, mExpanded);
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}
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else
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{
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layer = mTextureLayers[i].texture;
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}
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layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, 0);
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auto systex = ValidateSysTexture(layer, mExpanded);
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systex->BindOrCreate(layer, i+1, clampmode, 0, 0);
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maxbound = i+1;
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}
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}
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@ -730,7 +549,6 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
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{
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if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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FTexture *tex = mBaseLayer->tex;
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*pAreas = tex->areas;
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return tex->areacount;
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}
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@ -748,14 +566,14 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
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void FMaterial::BindToFrameBuffer()
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{
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if (mBaseLayer->mHwTexture == NULL)
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if (mBaseLayer == nullptr)
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{
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// must create the hardware texture first
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mBaseLayer->Bind(0, 0, 0, 0);
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mBaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
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FHardwareTexture::Unbind(0);
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ClearLastTexture();
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}
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mBaseLayer->mHwTexture->BindToFrameBuffer(mWidth, mHeight);
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mBaseLayer->BindToFrameBuffer(mWidth, mHeight);
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}
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//==========================================================================
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@ -823,8 +641,8 @@ void FMaterial::FlushAll()
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{
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for (int j = 0; j < 2; j++)
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{
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FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
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if (gltex != NULL) gltex->Clean(true);
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auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
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if (gltex != nullptr) gltex->Clean(true);
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}
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}
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}
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@ -43,39 +43,6 @@ struct FTexCoordInfo
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float TextureAdjustWidth() const;
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};
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//===========================================================================
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//
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// device independent wrapper around the hardware texture and its sampler state
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//
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//===========================================================================
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class FMaterial;
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class FGLTexture
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{
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friend class FMaterial;
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public:
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FTexture * tex;
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private:
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FHardwareTexture *mHwTexture;
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uint8_t lastSampler;
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int lastTranslation;
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FHardwareTexture *CreateHwTexture();
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bool Bind(int texunit, int clamp, int translation, int flags);
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public:
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FGLTexture(FTexture * tx, bool expandpatches);
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FGLTexture(FTexture * tx, FHardwareTexture *hwtex); // for the SW framebuffer
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~FGLTexture();
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void Clean(bool all);
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void CleanUnused(SpriteHits &usedtranslations);
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bool isInitialized() const { return mHwTexture != nullptr; }
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};
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//===========================================================================
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//
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// this is the material class for OpenGL.
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@ -98,7 +65,7 @@ class FMaterial
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static TArray<FMaterial *> mMaterials;
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static int mMaxBound;
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||||
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||||
FGLTexture *mBaseLayer;
|
||||
FHardwareTexture *mBaseLayer;
|
||||
TArray<FTextureLayer> mTextureLayers;
|
||||
int mShaderIndex;
|
||||
|
||||
|
@ -115,7 +82,7 @@ class FMaterial
|
|||
float mSpriteU[2], mSpriteV[2];
|
||||
FloatRect mSpriteRect;
|
||||
|
||||
FGLTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
||||
FHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
||||
bool TrimBorders(uint16_t *rect);
|
||||
|
||||
public:
|
||||
|
@ -134,7 +101,7 @@ public:
|
|||
}
|
||||
bool isMasked() const
|
||||
{
|
||||
return !!mBaseLayer->tex->bMasked;
|
||||
return !!tex->bMasked;
|
||||
}
|
||||
|
||||
int GetLayers() const
|
||||
|
|
|
@ -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
|
||||
if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100)
|
||||
return area_below;
|
||||
else
|
||||
return area_normal;
|
||||
}
|
||||
return area_normal;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -45,6 +45,7 @@
|
|||
#include "c_dispatch.h"
|
||||
#include "v_video.h"
|
||||
#include "m_fixed.h"
|
||||
#include "textures/warpbuffer.h"
|
||||
|
||||
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 * buffer;
|
||||
unsigned char * buffer = nullptr;
|
||||
int W, H;
|
||||
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)
|
||||
{
|
||||
buffer = LoadHiresTexture(&w, &h);
|
||||
if (buffer)
|
||||
}
|
||||
|
||||
if (buffer == nullptr)
|
||||
{
|
||||
return buffer;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
|
@ -101,7 +101,8 @@ enum ECreateTexBufferFlags
|
|||
{
|
||||
CTF_CheckHires = 1, // use external hires replacement if found
|
||||
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
|
||||
class FTextureManager;
|
||||
class FTerrainTypeArray;
|
||||
class FGLTexture;
|
||||
class FHardwareTexture;
|
||||
class FMaterial;
|
||||
extern int r_spriteadjustSW, r_spriteadjustHW;
|
||||
|
||||
|
@ -481,7 +482,7 @@ public:
|
|||
struct GLTexInfo
|
||||
{
|
||||
FMaterial *Material[2] = { nullptr, nullptr };
|
||||
FGLTexture *SystemTexture[2] = { nullptr, nullptr };
|
||||
FHardwareTexture *SystemTexture[2] = { nullptr, nullptr };
|
||||
bool bNoExpand = false;
|
||||
|
||||
~GLTexInfo();
|
||||
|
|
|
@ -280,6 +280,8 @@ public:
|
|||
|
||||
|
||||
class FUniquePalette;
|
||||
class FHardwareTexture;
|
||||
class FTexture;
|
||||
|
||||
// A canvas that represents the actual display. The video code is responsible
|
||||
// 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
|
||||
virtual void CleanForRestart() {}
|
||||
virtual void SetTextureFilterMode() {}
|
||||
virtual FHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; }
|
||||
|
||||
// Begin 2D drawing operations.
|
||||
// Returns true if hardware-accelerated 2D has been entered, false if not.
|
||||
|
|
Loading…
Reference in a new issue