- fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.

- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
This commit is contained in:
Christoph Oelckers 2020-04-19 10:08:24 +02:00
parent cedc95c2a5
commit b2281c38e1
20 changed files with 190 additions and 135 deletions

View file

@ -145,7 +145,7 @@ public:
bool isFullbrightDisabled() const { return !!(flags & GTexf_DisableFullbrightSprites); }
bool isFullbright() const { return !!(flags & GTexf_RenderFullbright); }
bool isFullNameTexture() const { return !!(flags & GTexf_FullNameTexture); }
bool expandSprites() const { return !!expandSprite; }
bool expandSprites() { return expandSprite == -1? ShouldExpandSprite() : !!expandSprite; }
bool useWorldPanning() const { return !!(flags & GTexf_WorldPanning); }
void SetWorldPanning(bool on) { if (on) flags |= GTexf_WorldPanning; else flags &= ~GTexf_WorldPanning; }
bool allowNoDecals() const { return !!(flags & GTexf_NoDecals); }
@ -269,6 +269,19 @@ public:
void CleanHardwareData(bool full = true);
void GetLayers(TArray<FTexture*>& layers)
{
layers.Clear();
for (auto tex : { Base.get(), Brightmap.get(), Detailmap.get(), Glowmap.get(), Normal.get(), Specular.get(), Metallic.get(), Roughness.get(), AmbientOcclusion.get() })
{
if (tex != nullptr) layers.Push(tex);
}
for (auto& tex : CustomShaderTextures)
{
if (tex != nullptr) layers.Push(tex.get());
}
}
};
inline FGameTexture* MakeGameTexture(FTexture* tex, const char *name, ETextureType useType)

View file

@ -41,7 +41,8 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{
mShaderIndex = SHADER_Default;
sourcetex = tx;
imgtex = tx->GetTexture();
auto imgtex = tx->GetTexture();
mTextureLayers.Push({ imgtex, scaleflags });
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
{
@ -66,7 +67,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{
for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
{
mTextureLayers.Push(texture);
mTextureLayers.Push({ texture, 0 });
}
mShaderIndex = SHADER_Specular;
}
@ -74,7 +75,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
{
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
{
mTextureLayers.Push(texture);
mTextureLayers.Push({ texture, 0 });
}
mShaderIndex = SHADER_PBR;
}
@ -84,30 +85,30 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
auto placeholder = TexMan.GameByIndex(1);
if (tx->Brightmap.get())
{
mTextureLayers.Push(tx->Brightmap.get());
mTextureLayers.Push({ tx->Brightmap.get(), scaleflags });
mLayerFlags |= TEXF_Brightmap;
}
else
{
mTextureLayers.Push(placeholder->GetTexture());
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
}
if (tx->Detailmap.get())
{
mTextureLayers.Push(tx->Detailmap.get());
mTextureLayers.Push({ tx->Detailmap.get(), 0 });
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push(placeholder->GetTexture());
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
}
if (tx->Glowmap.get())
{
mTextureLayers.Push(tx->Glowmap.get());
mTextureLayers.Push({ tx->Glowmap.get(), scaleflags });
mLayerFlags |= TEXF_Glowmap;
}
else
{
mTextureLayers.Push(placeholder->GetTexture());
mTextureLayers.Push({ placeholder->GetTexture(), 0 });
}
auto index = tx->GetShaderIndex();
@ -119,7 +120,7 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
mTextureLayers.Push(texture.get());
mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
}
mShaderIndex = index;
}
@ -149,12 +150,12 @@ FMaterial::~FMaterial()
//
//===========================================================================
IHardwareTexture *FMaterial::GetLayer(int i, int translation, FTexture **pLayer) const
IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
{
FTexture *layer = i == 0 ? imgtex : mTextureLayers[i - 1];
if (pLayer) *pLayer = layer;
auto &layer = mTextureLayers[i];
if (pLayer) *pLayer = &layer;
if (layer) return layer->GetHardwareTexture(translation, mScaleFlags);
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
return nullptr;
}
@ -169,7 +170,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
{
if (gtex && gtex->isValid())
{
if (!gtex->ShouldExpandSprite()) scaleflags &= ~CTF_Expand;
if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
FMaterial *hwtex = gtex->Material[scaleflags];
if (hwtex == NULL && create)

View file

@ -8,6 +8,12 @@
struct FRemapTable;
class IHardwareTexture;
struct MaterialLayerInfo
{
FTexture* layerTexture;
int scaleFlags;
};
//===========================================================================
//
// this is the material class for OpenGL.
@ -17,14 +23,13 @@ class IHardwareTexture;
class FMaterial
{
private:
TArray<FTexture*> mTextureLayers;
TArray<MaterialLayerInfo> mTextureLayers; // the only layers allowed to scale are the brightmap and the glowmap.
int mShaderIndex;
int mLayerFlags = 0;
int mScaleFlags;
public:
FGameTexture *sourcetex; // the owning texture.
FTexture* imgtex; // the first layer's texture image - should be moved into the array
FMaterial(FGameTexture *tex, int scaleflags);
virtual ~FMaterial();
@ -37,27 +42,22 @@ public:
{
return sourcetex;
}
FTexture* BaseLayer() const
void AddTextureLayer(FTexture *tex, bool allowscale)
{
// Only for spftpoly!
return imgtex;
}
void AddTextureLayer(FTexture *tex)
{
//ValidateTexture(tex, false);
mTextureLayers.Push(tex);
mTextureLayers.Push({ tex, allowscale });
}
int GetLayers() const
int NumLayers() const
{
return mTextureLayers.Size() + 1;
return mTextureLayers.Size();
}
IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr) const;
IHardwareTexture *GetLayer(int i, int translation, MaterialLayerInfo **pLayer = nullptr) const;
static FMaterial *ValidateTexture(FGameTexture * tex, int scaleflags, bool create = true);
const TArray<FTexture*> &GetLayerArray() const
const TArray<MaterialLayerInfo> &GetLayerArray() const
{
return mTextureLayers;
}

View file

@ -29,6 +29,7 @@ private:
{
IHardwareTexture *hwTexture = nullptr;
int translation = 0;
bool precacheMarker; // This is used to check whether a texture has been hit by the precacher, so that the cleanup code can delete the unneeded ones.
void Delete()
{
@ -40,6 +41,16 @@ private:
{
Delete();
}
void MarkForPrecache(bool on)
{
precacheMarker = on;
}
bool isMarkedForPreache() const
{
return precacheMarker;
}
};
private:
@ -99,25 +110,44 @@ public:
//===========================================================================
//
// Deletes all allocated resources and considers translations
// This will only be called for sprites
//
//===========================================================================
void CleanUnused(SpriteHits &usedtranslations, int scaleflags)
void CleanUnused()
{
if (usedtranslations.CheckKey(0) == nullptr)
for (auto& tt : hwDefTex)
{
hwDefTex[scaleflags].Delete();
if (!tt.isMarkedForPreache()) tt.Delete();
}
for (int i = hwTex_Translated.Size()-1; i>= 0; i--)
{
if (usedtranslations.CheckKey(hwTex_Translated[i].translation & 0xffffff) == nullptr)
auto& tt = hwTex_Translated[i];
if (!tt.isMarkedForPreache())
{
hwTex_Translated.Delete(i);
}
}
}
void UnmarkAll()
{
for (auto& tt : hwDefTex)
{
if (!tt.isMarkedForPreache()) tt.MarkForPrecache(false);
}
for (auto& tt : hwTex_Translated)
{
if (!tt.isMarkedForPreache()) tt.MarkForPrecache(false);
}
}
void MarkForPrecache(int translation, int scaleflags)
{
auto tt = GetTexID(translation, scaleflags);
tt->MarkForPrecache(true);
}
template<class T>
void Iterate(T callback)
{

View file

@ -397,12 +397,6 @@ bool FTexture::DetermineTranslucency()
return !!bTranslucent;
}
void FTexture::CleanHardwareTextures()
{
SystemTextures.Clean();
}
//===========================================================================
//
// the default just returns an empty texture.

View file

@ -226,7 +226,26 @@ public:
IHardwareTexture* GetHardwareTexture(int translation, int scaleflags);
virtual FImageSource *GetImage() const { return nullptr; }
void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
void CleanHardwareTextures();
void CleanHardwareTextures()
{
SystemTextures.Clean();
}
void CleanPrecacheMarker()
{
SystemTextures.UnmarkAll();
}
void MarkForPrecache(int translation, int scaleflags)
{
SystemTextures.MarkForPrecache(translation, scaleflags);
}
void CleanUnused()
{
SystemTextures.CleanUnused();
}
int GetWidth() { return Width; }
int GetHeight() { return Height; }

View file

@ -337,7 +337,7 @@ void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
endScreen = endscreen;
BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
auto mat = FMaterial::ValidateTexture(endScreen, false);
mat->AddTextureLayer(BurnTexture);
mat->AddTextureLayer(BurnTexture, false);
}
//==========================================================================

View file

@ -323,18 +323,17 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
int usebright = false;
int maxbound = 0;
int flags = mat->GetScaleFlags();
int numLayers = mat->GetLayers();
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, flags))
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
{
for (int i = 1; i<numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
systex->BindOrCreate(layer, i, clampmode, 0, flags);
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
maxbound = i;
}
}

View file

@ -311,16 +311,16 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int flags = mat->GetScaleFlags();
int numLayers = mat->GetLayers();
FTexture* layer;
int numLayers = mat->NumLayers();
MaterialLayerInfo* layer;
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
if (base->BindOrCreate(layer, 0, CLAMP_NONE, translation, flags))
if (base->BindOrCreate(layer->layerTexture, 0, CLAMP_NONE, translation, layer->scaleFlags))
{
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->BindOrCreate(layer, i, CLAMP_NONE, 0, flags);
systex->BindOrCreate(layer->layerTexture, i, CLAMP_NONE, 0, layer->scaleFlags);
}
}
// unbind everything.

View file

@ -572,7 +572,6 @@ public:
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
{
if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
if (!tex->expandSprites()) scaleflags &= ~CTF_Expand;
SetMaterial(FMaterial::ValidateTexture(tex, scaleflags), clampmode, translation, overrideshader);
}

View file

@ -50,7 +50,10 @@ static void PrecacheTexture(FGameTexture *tex, int cache)
{
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
int scaleflags = 0;
if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale;
FMaterial * gltex = FMaterial::ValidateTexture(tex, scaleflags);
if (gltex) screen->PrecacheMaterial(gltex, 0);
}
}
@ -62,7 +65,6 @@ static void PrecacheTexture(FGameTexture *tex, int cache)
//===========================================================================
static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
{
//gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->GetScaleFlags()); this needs to be redone.
SpriteHits::Iterator it(translations);
SpriteHits::Pair* pair;
while (it.NextPair(pair)) screen->PrecacheMaterial(gltex, pair->Key);
@ -76,7 +78,10 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
static void PrecacheSprite(FGameTexture *tex, SpriteHits &hits)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
int scaleflags = CTF_Expand;
if (shouldUpscale(tex, UF_Sprite)) scaleflags |= CTF_Upscale;
FMaterial * gltex = FMaterial::ValidateTexture(tex, scaleflags);
if (gltex) PrecacheList(gltex, hits);
}
@ -88,26 +93,36 @@ static void PrecacheSprite(FGameTexture *tex, SpriteHits &hits)
void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
uint8_t *modellist = new uint8_t[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
TMap<FTexture*, bool> allTextures;
TArray<FTexture*> layers;
// this isn't done by the main code so it needs to be done here first:
// check skybox textures and mark the separate faces as used
for (int i = 0; i<TexMan.NumTextures(); i++)
// First collect the potential max. texture set
for (unsigned i = 1; i < TexMan.NumTextures(); i++)
{
// HIT_Wall must be checked for MBF-style sky transfers.
auto gametex = TexMan.GameByIndex(i);
if (gametex &&
gametex->GetTexture()->GetImage() && // only image textures are subject to precaching
gametex->GetUseType() != ETextureType::FontChar && // We do not want to delete font characters here as they are very likely to be needed constantly.
gametex->GetUseType() < ETextureType::Special) // Any texture marked as 'special' is also out.
{
gametex->GetLayers(layers);
for (auto layer : layers)
{
allTextures.Insert(layer, true);
layer->CleanPrecacheMarker();
}
}
// Mark the faces of a skybox as used.
// This isn't done by the main code so it needs to be done here.
// MBF sky transfers are being checked by the calling code to add HIT_Sky for them.
if (texhitlist[i] & (FTextureManager::HIT_Sky))
{
auto tex = TexMan.GameByIndex(i);
auto sb = dynamic_cast<FSkyBox*>(tex->GetTexture());
if (sb)
{
for (int i = 0; i<6; i++)
for (int i = 0; i < 6; i++)
{
if (sb->faces[i])
{
@ -119,6 +134,14 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
}
}
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
uint8_t *modellist = new uint8_t[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
@ -190,7 +213,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
screen->StartPrecaching();
int cnt = TexMan.NumTextures();
// prepare the textures for precaching. First collect all used layer textures so that we know which ones should not be deleted.
// prepare the textures for precaching. First mark all used layer textures so that we know which ones should not be deleted.
for (int i = cnt - 1; i >= 0; i--)
{
auto tex = TexMan.GameByIndex(i);
@ -198,44 +221,46 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
{
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial* mat = FMaterial::ValidateTexture(tex, false, false);
int scaleflags = 0;
if (shouldUpscale(tex, UF_Texture)) scaleflags |= CTF_Upscale;
FMaterial* mat = FMaterial::ValidateTexture(tex, scaleflags, true);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
for (auto &layer : mat->GetLayerArray())
{
usedTextures.Insert(ftex, true);
if (layer.layerTexture) layer.layerTexture->MarkForPrecache(0, layer.scaleFlags);
}
}
}
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
int scaleflags = CTF_Expand;
if (shouldUpscale(tex, UF_Sprite)) scaleflags |= CTF_Upscale;
FMaterial *mat = FMaterial::ValidateTexture(tex, true, true);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
SpriteHits::Iterator it(*spritehitlist[i]);
SpriteHits::Pair* pair;
while (it.NextPair(pair))
{
usedSprites.Insert(ftex, true);
for (auto& layer : mat->GetLayerArray())
{
if (layer.layerTexture) layer.layerTexture->MarkForPrecache(pair->Key, layer.scaleFlags);
}
}
}
}
}
}
// delete unused textures (i.e. those which didn't get referenced by any material in the cache list.
for (int i = cnt - 1; i >= 0; i--)
// delete unused hardware textures (i.e. those which didn't get referenced by any material in the cache list.)
decltype(allTextures)::Iterator ita(allTextures);
decltype(allTextures)::Pair* paira;
while (it.NextPair(pair))
{
auto tex = TexMan.GameByIndex(i);
if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
{
// This is rather counterproductive in a system that can share hardware textures between game textures.
// The precacher needs to be redone to account for that. For now, just skip the deletion, for any normal sized map this won't be a problem.
#if 0
if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
{
tex->CleanHardwareData();
}
#endif
}
paira->Key->CleanUnused();
}
if (gl_precache)
@ -246,7 +271,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
FImageSource::BeginPrecaching();
// cache all used textures
// cache all used images
for (int i = cnt - 1; i >= 0; i--)
{
auto gtex = TexMan.GameByIndex(i);
@ -262,7 +287,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
}
}
// Only register untranslated sprites. Translated ones are very unlikely to require data that can be reused.
// Only register untranslated sprite images. Translated ones are very unlikely to require data that can be reused so they can just be created on demand.
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CheckKey(0))
{
FImageSource::RegisterForPrecache(tex->GetImage(), V_IsTrueColor());

View file

@ -535,16 +535,15 @@ void PolyFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
int flags = mat->GetScaleFlags();
FTexture* layer;
MaterialLayerInfo* layer;
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer, translation, flags);
systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
int numLayers = mat->GetLayers();
int numLayers = mat->NumLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<PolyHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, flags); // fixme: Upscale flags must be disabled for certain layers.
systex->GetImage(layer->layerTexture, 0, layer->scaleFlags); // fixme: Upscale flags must be disabled for certain layers.
}
}
@ -585,10 +584,6 @@ void PolyFrameBuffer::TextureFilterChanged()
{
}
void PolyFrameBuffer::StartPrecaching()
{
}
void PolyFrameBuffer::BlurScene(float amount)
{
}

View file

@ -43,7 +43,6 @@ public:
sector_t *RenderView(player_t *player) override;
void SetTextureFilterMode() override;
void TextureFilterChanged() override;
void StartPrecaching() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;

View file

@ -62,17 +62,6 @@ void PolyHardwareTexture::Reset()
}
}
DCanvas *PolyHardwareTexture::GetImage(FTexture *baselayer, const FMaterialState &state)
{
if (!mCanvas)
{
int flags = state.mMaterial->GetScaleFlags();
return GetImage(baselayer, state.mTranslation, flags);
}
return mCanvas.get();
}
DCanvas *PolyHardwareTexture::GetImage(FTexture *tex, int translation, int flags)
{
if (!mCanvas)

View file

@ -23,7 +23,6 @@ public:
static void ResetAll();
void Reset();
DCanvas *GetImage(FTexture *tex, const FMaterialState &state);
DCanvas *GetImage(FTexture *tex, int translation, int flags);
PolyDepthStencil *GetDepthStencil(FTexture *tex);

View file

@ -314,20 +314,19 @@ void PolyRenderState::ApplyMaterial()
{
mTempTM = mMaterial.mMaterial->Source()->isHardwareCanvas() ? TM_OPAQUE : TM_NORMAL;
FTexture* layer;
MaterialLayerInfo* layer;
auto base = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation, &layer));
if (base)
{
DCanvas *texcanvas = base->GetImage(layer, mMaterial);
DCanvas *texcanvas = base->GetImage(layer->layerTexture, mMaterial.mTranslation, layer->scaleFlags);
mDrawCommands->SetTexture(0, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
int numLayers = mMaterial.mMaterial->GetLayers();
int numLayers = mMaterial.mMaterial->NumLayers();
for (int i = 1; i < numLayers; i++)
{
FTexture* layer;
auto systex = static_cast<PolyHardwareTexture*>(mMaterial.mMaterial->GetLayer(i, 0, &layer));
texcanvas = systex->GetImage(layer, 0, mMaterial.mMaterial->GetScaleFlags());
texcanvas = systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
mDrawCommands->SetTexture(i, texcanvas->GetPixels(), texcanvas->GetWidth(), texcanvas->GetHeight(), texcanvas->IsBgra());
}
}

View file

@ -106,7 +106,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
fbtex.reset(MakeGameTexture(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()), nullptr, ETextureType::SWCanvas));
GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
mat->AddTextureLayer(PaletteTexture);
mat->AddTextureLayer(PaletteTexture, false);
Canvas.reset();
Canvas.reset(new DCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));

View file

@ -228,7 +228,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
pipelineKey.NumTextureLayers = std::max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (mSpecialEffect > EFF_NONE)
{

View file

@ -647,18 +647,16 @@ void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
{
if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mat->GetScaleFlags();
FTexture* layer;
MaterialLayerInfo* layer;
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
systex->GetImage(layer, translation, flags);
systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
int numLayers = mat->GetLayers();
int numLayers = mat->NumLayers();
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, flags); // fixme: Upscale flags must be disabled for certain layers.
systex->GetImage(layer->layerTexture, 0, layer->scaleFlags);
}
}

View file

@ -374,15 +374,12 @@ VulkanDescriptorSet* VkMaterial::GetDescriptorSet(const FMaterialState& state)
clampmode = base->GetClampMode(clampmode);
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = GetScaleFlags();
for (auto& set : mDescriptorSets)
{
if (set.descriptor && set.clampmode == clampmode && set.flags == translation) return set.descriptor.get();
}
int numLayers = GetLayers();
int numLayers = NumLayers();
auto fb = GetVulkanFrameBuffer();
auto descriptor = fb->GetRenderPassManager()->AllocateTextureDescriptorSet(std::max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
@ -392,14 +389,13 @@ VulkanDescriptorSet* VkMaterial::GetDescriptorSet(const FMaterialState& state)
VulkanSampler* sampler = fb->GetSamplerManager()->Get(clampmode);
WriteDescriptors update;
FTexture* layer;
MaterialLayerInfo *layer;
auto systex = static_cast<VkHardwareTexture*>(GetLayer(0, translation, &layer));
update.addCombinedImageSampler(descriptor.get(), 0, systex->GetImage(layer, translation, flags)->View.get(), sampler, systex->mImage.Layout);
update.addCombinedImageSampler(descriptor.get(), 0, systex->GetImage(layer->layerTexture, translation, layer->scaleFlags)->View.get(), sampler, systex->mImage.Layout);
for (int i = 1; i < numLayers; i++)
{
auto systex = static_cast<VkHardwareTexture*>(GetLayer(i, 0, &layer));
// fixme: Upscale flags must be disabled for certain layers.
update.addCombinedImageSampler(descriptor.get(), i, systex->GetImage(layer, 0, flags)->View.get(), sampler, systex->mImage.Layout);
update.addCombinedImageSampler(descriptor.get(), i, systex->GetImage(layer->layerTexture, 0, layer->scaleFlags)->View.get(), sampler, systex->mImage.Layout);
}
auto dummyImage = fb->GetRenderPassManager()->GetNullTextureView();