- implemented a proper texture composition cache.
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.
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32 changed files with 367 additions and 60 deletions
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@ -64,7 +64,7 @@ class FPatchTexture : public FImageSource
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bool isalpha = false;
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public:
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FPatchTexture (int lumpnum, patch_t *header, bool isalphatex);
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TArray<uint8_t> GetPalettedPixels(int conversion) override;
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap *bmp, int conversion) override;
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void DetectBadPatches();
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};
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@ -163,7 +163,7 @@ FPatchTexture::FPatchTexture (int lumpnum, patch_t * header, bool isalphatex)
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//
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//==========================================================================
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TArray<uint8_t> FPatchTexture::GetPalettedPixels(int conversion)
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TArray<uint8_t> FPatchTexture::CreatePalettedPixels(int conversion)
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{
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uint8_t *remap, remaptable[256];
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int numspans;
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