- fixed the hardware rendering precacher not to evict secondary layers of multi-layer textures.

It will now check all layers of a material.
Additionally it will also delete all descriptor sets of Vulkan hardware textures before precaching to make sure that nothing here can accidentally still reference a deleted texture.
This commit is contained in:
Christoph Oelckers 2019-03-21 21:57:39 +01:00
commit 3ad9783d8f
10 changed files with 66 additions and 7 deletions

View file

@ -35,6 +35,7 @@
#include "hwrenderer/textures/hw_material.h"
#include "image.h"
#include "v_video.h"
#include "v_font.h"
//==========================================================================
@ -169,18 +170,50 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
// delete unused textures
TMap<FTexture *, bool> usedTextures, usedSprites;
screen->StartPrecaching();
int cnt = TexMan.NumTextures();
// prepare the textures for precaching. First collect all used layer textures so that we know which ones should not be deleted.
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
if (!texhitlist[i])
FMaterial *mat = FMaterial::ValidateTexture(tex, false, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
{
usedTextures.Insert(ftex, true);
}
}
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
{
usedSprites.Insert(ftex, true);
}
}
}
}
}
// delete unused textures (i.e. those which didn't get referenced by any material in the cache list.
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
{
if (usedTextures.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(true, false);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
if (usedSprites.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(false, true);
}