raze/source/common/rendering/polyrenderer/backend/poly_hwtexture.cpp
Christoph Oelckers b7c7328cdd - backend update fromGZDoom.
most importantly this addresses issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
2021-11-21 10:19:52 +01:00

143 lines
3.7 KiB
C++

/*
** Softpoly backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "c_cvars.h"
#include "hw_material.h"
#include "hw_cvars.h"
#include "hw_renderstate.h"
#include "poly_framebuffer.h"
#include "poly_hwtexture.h"
PolyHardwareTexture *PolyHardwareTexture::First = nullptr;
PolyHardwareTexture::PolyHardwareTexture()
{
Next = First;
First = this;
if (Next) Next->Prev = this;
}
PolyHardwareTexture::~PolyHardwareTexture()
{
if (Next) Next->Prev = Prev;
if (Prev) Prev->Next = Next;
else First = Next;
Reset();
}
void PolyHardwareTexture::ResetAll()
{
for (PolyHardwareTexture *cur = PolyHardwareTexture::First; cur; cur = cur->Next)
cur->Reset();
}
void PolyHardwareTexture::Reset()
{
if (auto fb = GetPolyFrameBuffer())
{
auto &deleteList = fb->FrameDeleteList;
if (mCanvas) deleteList.Images.push_back(std::move(mCanvas));
}
}
DCanvas *PolyHardwareTexture::GetImage(FTexture *tex, int translation, int flags)
{
if (!mCanvas)
CreateImage(tex, translation, flags);
return mCanvas.get();
}
PolyDepthStencil *PolyHardwareTexture::GetDepthStencil(FTexture *tex)
{
if (!mDepthStencil)
{
int w = tex->GetWidth();
int h = tex->GetHeight();
mDepthStencil.reset(new PolyDepthStencil(w, h));
}
return mDepthStencil.get();
}
void PolyHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
{
if (!mCanvas || mCanvas->GetWidth() != w || mCanvas->GetHeight() != h)
{
mCanvas.reset(new DCanvas(0, 0, texelsize == 4));
mCanvas->Resize(w, h, false);
bufferpitch = mCanvas->GetPitch();
}
}
uint8_t *PolyHardwareTexture::MapBuffer()
{
return mCanvas->GetPixels();
}
unsigned int PolyHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name)
{
return 0;
}
void PolyHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
{
if (!mCanvas || mCanvas->GetWidth() != w || mCanvas->GetHeight() != h)
{
mCanvas.reset(new DCanvas(0, 0, true));
mCanvas->Resize(w, h, false);
}
auto fb = static_cast<PolyFrameBuffer*>(screen);
fb->FlushDrawCommands();
DrawerThreads::WaitForWorkers();
uint32_t* dest = (uint32_t*)mCanvas->GetPixels();
uint32_t* src = (uint32_t*)fb->GetCanvas()->GetPixels();
int dpitch = mCanvas->GetPitch();
int spitch = fb->GetCanvas()->GetPitch();
int pixelsize = 4;
for (int y = 0; y < h; y++)
{
memcpy(dest + dpitch * (h - 1 - y), src + spitch * y, w * pixelsize);
}
}
void PolyHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
{
mCanvas.reset(new DCanvas(0, 0, true));
if (!tex->isHardwareCanvas())
{
FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
mCanvas->Resize(texbuffer.mWidth, texbuffer.mHeight, false);
memcpy(mCanvas->GetPixels(), texbuffer.mBuffer, texbuffer.mWidth * texbuffer.mHeight * 4);
}
else
{
int w = tex->GetWidth();
int h = tex->GetHeight();
mCanvas->Resize(w, h, false);
}
}