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- changed render interface to resolve textures to materials in the backend.
This is needed to have a unified spot where to resolve textures for both 2D and 3D.
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601680d08e
commit
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6 changed files with 45 additions and 32 deletions
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@ -43,6 +43,28 @@ enum PRSFlags
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STF_SCISSORSET = 8192,
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};
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struct PolymostTextureState
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{
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FGameTexture* mTexture = nullptr;
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EUpscaleFlags uFlags;
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int mScaleFlags;
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int mClampMode;
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int mTranslation;
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int mOverrideShader;
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bool mChanged;
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void Reset()
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{
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mTexture = nullptr;
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uFlags = UF_None;
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mScaleFlags = 0;
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mTranslation = 0;
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mClampMode = CLAMP_NONE;
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mOverrideShader = -1;
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mChanged = false;
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}
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};
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struct PolymostRenderState
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{
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int vindex, vcount, primtype;
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@ -59,7 +81,7 @@ struct PolymostRenderState
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PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
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int hictint_flags = -1;
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FDepthBiasState mBias{ };
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FMaterialState mMaterial;
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PolymostTextureState mMaterial;
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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FRenderStyle Style{};
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