raze-gles/source/common/textures/hw_texcontainer.h
Christoph Oelckers 012bccd916 - indexed rendering fixes
backported from GZDoom.
2020-09-28 21:26:21 +02:00

167 lines
3.8 KiB
C++

#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_Indexed = 4, // Tell the backend to create an indexed 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.
CTF_ProcessData = 16, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
};
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<TranslatedTexture> 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<class T>
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);
}
};