#pragma once #include "tarray.h" #include "hw_ihwtexture.h" #include "palettecontainer.h" struct FTextureBuffer; class IHardwareTexture; enum ECreateTexBufferFlags { CTF_Expand = 1, // create buffer with a one-pixel wide border CTF_Upscale = 2, // Upscale the texture CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation. CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture. CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures. }; class FHardwareTextureContainer { public: enum { MAX_TEXTURES = 16 }; private: struct TranslatedTexture { 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() { if (hwTexture) delete hwTexture; hwTexture = nullptr; } ~TranslatedTexture() { Delete(); } void MarkForPrecache(bool on) { precacheMarker = on; } bool isMarkedForPreache() const { return precacheMarker; } }; private: TranslatedTexture hwDefTex[4]; TArray hwTex_Translated; TranslatedTexture * GetTexID(int translation, int scaleflags) { // Allow negative indices to pass through unchanged. // This is needed for allowing the client to allocate slots that aren't matched to a palette, e.g. Build's indexed variants. if (translation >= 0) { auto remap = GPalette.TranslationToTable(translation); translation = remap == nullptr ? 0 : remap->Index; } else translation &= ~0x7fffffff; if (translation == 0 && !(scaleflags & CTF_Upscale)) { return &hwDefTex[scaleflags]; } translation |= (scaleflags << 24); // 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[index]; } int add = hwTex_Translated.Reserve(1); auto item = &hwTex_Translated[add]; item->translation = translation; return item; } public: void Clean() { hwDefTex[0].Delete(); hwDefTex[1].Delete(); hwTex_Translated.Clear(); } IHardwareTexture * GetHardwareTexture(int translation, int scaleflags) { auto tt = GetTexID(translation, scaleflags); return tt->hwTexture; } void AddHardwareTexture(int translation, int scaleflags, IHardwareTexture *tex) { auto tt = GetTexID(translation, scaleflags); tt->Delete(); tt->hwTexture =tex; } //=========================================================================== // // Deletes all allocated resources and considers translations // //=========================================================================== void CleanUnused() { for (auto& tt : hwDefTex) { if (!tt.isMarkedForPreache()) tt.Delete(); } for (int i = hwTex_Translated.Size()-1; i>= 0; i--) { 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 void Iterate(T callback) { for (auto & t : hwDefTex) if (t.hwTexture) callback(t.hwTexture); for (auto & t : hwTex_Translated) if (t.hwTexture) callback(t.hwTexture); } };