Christoph Oelckers
1e844336b9
- fixed memory leak with texture creation.
2018-12-14 01:46:26 +01:00
Christoph Oelckers
fc5dd17d77
- fixed 3D floor texture setup.
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This code really makes zero sense, it looks like the cases for upper and lower texture should never be entered ever.
2018-12-14 01:31:40 +01:00
Christoph Oelckers
7ffc2f1275
- fixed invalid texture accesses in the software renderer.
2018-12-13 23:25:55 +01:00
Player701
74ec789d0e
- Force node rebuild for Plutonia 2 MAP29 to fix BSP glitches
2018-12-13 14:54:33 -05:00
Christoph Oelckers
134460bae6
- one final fix.
2018-12-12 20:16:02 +01:00
Christoph Oelckers
01e05c9b70
- now it's correct.
2018-12-12 20:11:09 +01:00
Christoph Oelckers
7ea1e8acee
- fixed layer creation.
2018-12-12 20:08:12 +01:00
Christoph Oelckers
173b8beb33
- cleaned out the FHardwareTexture class, now that the translations are finally handled on a higher level.
2018-12-12 18:55:55 +01:00
Christoph Oelckers
c5447f0cdd
- continued work on texture management.
2018-12-12 18:39:38 +01:00
Rachael Alexanderson
172b4bb846
- added a number of darken2.wad maps to rebuild nodes in compatibility.txt
2018-12-12 11:22:53 -05:00
alexey.lysiuk
14094ebeb9
- fixed crash on invoking vid_setsize CCMD with one argument
2018-12-12 10:15:53 +02:00
Christoph Oelckers
fb6ee5046c
- add the hardware texture container to FTexture.
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Currently it does not use the translated entries yet.
# Conflicts:
# src/hwrenderer/textures/hw_material.cpp
2018-12-12 02:55:11 +01:00
Christoph Oelckers
e6b4c63b99
- More adjustments
2018-12-12 02:52:27 +01:00
Christoph Oelckers
245a8243b0
- separated the savepic texture handler from the regular PNG texture
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This was leaking memory with being handled like a regular image texture and also would prevent further changes to the in-game texture handling because the savegame picture was imposing some limitations on FPNGTexture's implementation
2018-12-12 02:03:54 +01:00
Christoph Oelckers
2cf6d213e2
- fixed compile bugs
2018-12-12 01:27:04 +01:00
Christoph Oelckers
8fcc170e8f
- add font characters to the texture manager for easier management
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These were the only non-transient textures not being handled by the texture manager which complicarted operations that require itrer
2018-12-12 01:25:25 +01:00
Christoph Oelckers
368c788789
- added a 'check only' option to CreateTexBuffer.
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This is meant to calculate the content ID without constructing the texture buffer.
2018-12-12 00:46:58 +01:00
Christoph Oelckers
200188b3a4
- FHardwareTextureContainer.
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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.
2018-12-12 00:34:37 +01:00
Christoph Oelckers
07f87e2542
- changed CreateTexBuffer to return its info in a structure and not as a naked pointer.
2018-12-11 21:06:34 +01:00
Christoph Oelckers
ab624c8c5a
Merge branch 'master' into Texture_Cleanup
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# Conflicts:
# src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Christoph Oelckers
f01d1ec072
- must merge before continuing...
2018-12-11 20:26:33 +01:00
Christoph Oelckers
86d851bc5c
- minor cleanup and allow FHardwareTexture to restore the old bindings after creating a texture.
2018-12-11 19:56:23 +01:00
Player701
eb8614fc71
- Force node rebuild for Plutonia 2 MAP25 to fix BSP glitches
2018-12-11 09:15:05 -05:00
alexey.lysiuk
8b46be7686
- print VM stack trace on startup abort exception
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https://forum.zdoom.org/viewtopic.php?t=62650
2018-12-11 10:46:56 +02:00
Christoph Oelckers
f6aa16947a
- re-added PlayerInfo.BringUpWeapon.
2018-12-11 00:35:53 +01:00
Christoph Oelckers
abd6729d39
- fixed deprecation warnings for member functions not checking the version.
2018-12-11 00:35:22 +01:00
Christoph Oelckers
ad8f484836
- fixed: The JIT compiler crashed on missing ArgFlags.
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For ad-hoc Dehacked state functions no ArgFlags are created, in this case they can just be assumed to not be relevant here, because none of these function produces reference arguments.
2018-12-11 00:22:54 +01:00
Christoph Oelckers
5666e4c805
- made camera textures operational again.
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Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Rachael Alexanderson
28516c2def
- split gl_texture_hqresize into two variables - one for mode, one for multiplier.
2018-12-10 14:25:29 -05:00
Christoph Oelckers
91a8f5cd04
Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
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# Conflicts:
# src/polyrenderer/poly_renderthread.cpp
# src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
drfrag666
cbb5f8a0dc
- Fixed: the vid_rendermode CVAR could get wrong values.
2018-12-10 07:08:48 -05:00
alexey.lysiuk
6362415054
- fixed return value of native call to dynamic array's Reserve()
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https://forum.zdoom.org/viewtopic.php?t=62841
2018-12-10 11:26:46 +02:00
alexey.lysiuk
8a4b8cc2ca
- server CVARs can be changed only by settings controller
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Initially, settings controller flag was false by default
It was not touched during construction and destruction of player_t instances though
Now, with all members initialized in class definition, this flag must be saved and restored manually
https://forum.zdoom.org/viewtopic.php?t=62830
2018-12-10 10:36:40 +02:00
Christoph Oelckers
91bb7c0641
Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
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This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
0d07fb2550
Use FImageTexture for thre null texture
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FDummyTexture had a big problem: Whenever it was accessed by accident it crashed the app because it wasn't fully implemented.
What it should do is return empty pixels of the given size, and an unextended FImageTexture is doing just that.
2018-12-10 02:50:22 +01:00
Christoph Oelckers
b32aa60760
Made SWPaletteTexture an ImageSource and let it be managed by the texture manager.
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This is a lot easier to manage because the palette is just static data that can easily mimic an image.
2018-12-10 02:43:37 +01:00
Christoph Oelckers
4cd60fbe99
- added caching for true color images as well
2018-12-10 02:35:10 +01:00
Christoph Oelckers
2e7bcf9e41
- implemented a proper texture composition cache.
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This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
796c0fe931
- fixed precaching to consider animations and switches
2018-12-10 01:13:44 +01:00
Magnus Norddahl
f0ce453d47
- workaround pointer truncation bug in asmjit
2018-12-09 17:36:43 +01:00
Christoph Oelckers
5448874c6e
- moved image format detection logic from FTexture to FImageSource.
2018-12-09 17:10:51 +01:00
Christoph Oelckers
34884e2756
- base FFontChar1 and FFontChar2 on FImageSource as well.
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Now the only textures not being backed by an image source that are actually getting used during normal rendering are the canvas textures.
2018-12-09 16:00:27 +01:00
Christoph Oelckers
9e25025315
- missed this new file.
2018-12-09 15:41:02 +01:00
Christoph Oelckers
4cedbf6cc2
- split between textures and images is complete now.
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* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
2018-12-09 15:25:56 +01:00
alexey.lysiuk
40f77e5dac
- removed erroneous assertion
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https://forum.zdoom.org/viewtopic.php?t=62815
2018-12-09 13:00:36 +02:00
alexey.lysiuk
f6bb33787b
- fixed Actor.A_StopSound() native call
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Wrong function overload was selected by compiler
https://forum.zdoom.org/viewtopic.php?t=62820
2018-12-09 10:13:43 +02:00
Christoph Oelckers
91f7121452
- made some changes to the FImageSource interface that allows forwarding the bRemap0 flag, but do it so that it doesn't permanently alter how the image looks.
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In ZDoom this would affect everything using a patch that got used in a front sky layer, even if the texture was totally unrelated. It is only owed to the low usability of such patches for other purposes that this hasn't caused problems.
2018-12-09 08:15:05 +01:00
Christoph Oelckers
583a740441
- separated the image converters from the texture offsets.
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Mostly done, except for FMultiPatchTexture and FFontChar1 + 2.
Note that this commit leaks those image objects!
2018-12-09 07:39:05 +01:00
Magnus Norddahl
670d975a33
- moved argsCache out of JitCompiler::CreateFuncSignature
2018-12-08 23:31:55 +01:00
Christoph Oelckers
5eab944157
- started separating the texture class from the image format handlers.
2018-12-08 23:28:35 +01:00