- 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:
Christoph Oelckers 2018-12-12 00:34:37 +01:00
parent 07f87e2542
commit 200188b3a4
1 changed files with 123 additions and 0 deletions

View 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();
}
}
};