mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- FHardwareTextureContainer.
This is essentially a stripped down version of FHardwareTexture, which can exist on the API independent size, and which stores pointers to hardware textures instead of OpenGL texture handles.
This commit is contained in:
parent
07f87e2542
commit
200188b3a4
1 changed files with 123 additions and 0 deletions
123
src/hwrenderer/textures/hw_texcontainer.h
Normal file
123
src/hwrenderer/textures/hw_texcontainer.h
Normal file
|
@ -0,0 +1,123 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "tarray.h"
|
||||||
|
|
||||||
|
struct FTextureBuffer;
|
||||||
|
|
||||||
|
class FHardwareTextureContainer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
MAX_TEXTURES = 16
|
||||||
|
};
|
||||||
|
|
||||||
|
private:
|
||||||
|
struct TranslatedTexture
|
||||||
|
{
|
||||||
|
IHardwareTexture *hwTexture = nullptr;
|
||||||
|
int translation = 0;
|
||||||
|
|
||||||
|
void Delete()
|
||||||
|
{
|
||||||
|
if (hwTexture) delete hwTexture;
|
||||||
|
hwTexture = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
~TranslatedTexture()
|
||||||
|
{
|
||||||
|
Delete();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
TranslatedTexture hwDefTex[2];
|
||||||
|
TArray<TranslatedTexture> hwTex_Translated;
|
||||||
|
|
||||||
|
TranslatedTexture * GetTexID(int translation, bool expanded)
|
||||||
|
{
|
||||||
|
translation = TranslationToIndex(translation);
|
||||||
|
if (translation == 0)
|
||||||
|
{
|
||||||
|
return &hwDefTex[expanded];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (expanded) translation = -translation;
|
||||||
|
// normally there aren't more than very few different
|
||||||
|
// translations here so this isn't performance critical.
|
||||||
|
unsigned index = hwTex_Translated.FindEx([=](auto &element)
|
||||||
|
{
|
||||||
|
return element.translation == translation;
|
||||||
|
}
|
||||||
|
if (index < hwTex_Translated.Size())
|
||||||
|
{
|
||||||
|
return &hwTex_Translated[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
int add = hwTex_Translated.Reserve(1);
|
||||||
|
auto item = &hwTex_Translated[add];
|
||||||
|
item->translation = translation;
|
||||||
|
return item;
|
||||||
|
}
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
void Clean(bool all)
|
||||||
|
{
|
||||||
|
if (all) hwDefTex.Delete();
|
||||||
|
hwTex_Translated.Clear();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IHardwareTexture * GetHardwareTexture(int translation, bool expanded)
|
||||||
|
{
|
||||||
|
auto tt = GetTexID(translation, expanded);
|
||||||
|
return tt->hwTexture;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddHardwareTexture(int translation, bool expanded, IHardwareTexture *tex)
|
||||||
|
{
|
||||||
|
auto tt = GetTexID(translation, expanded);
|
||||||
|
tt->Delete();
|
||||||
|
tt->hwTexture =tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// Deletes all allocated resources and considers translations
|
||||||
|
// This will only be called for sprites
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
void FHardwareTexture::CleanUnused(SpriteHits &usedtranslations, bool expanded)
|
||||||
|
{
|
||||||
|
if (usedtranslations.CheckKey(0) == nullptr)
|
||||||
|
{
|
||||||
|
hwDefTex[expanded].Delete();
|
||||||
|
}
|
||||||
|
for (int i = hwTex_Translated.Size()-1; i>= 0; i--)
|
||||||
|
{
|
||||||
|
if (usedtranslations.CheckKey(hwTex_Translated[i].translation) == nullptr)
|
||||||
|
{
|
||||||
|
hwTex_Translated.Delete(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static int TranslationToIndex(int translation)
|
||||||
|
{
|
||||||
|
if (translation <= 0)
|
||||||
|
{
|
||||||
|
return -translation;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
auto remap = TranslationToTable(translation);
|
||||||
|
return remap == nullptr ? 0 : remap->GetUniqueIndex();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
Loading…
Reference in a new issue