- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
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31035a6cea
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83817080bb
21 changed files with 91 additions and 103 deletions
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@ -338,7 +338,7 @@ void VkRenderState::ApplyStreamData()
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mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->shaderspeed / 1000.);
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
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else
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mStreamData.timer = 0.0f;
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@ -386,7 +386,7 @@ void VkRenderState::ApplyPushConstants()
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if (mMaterial.mMaterial)
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{
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auto source = mMaterial.mMaterial->Source();
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mPushConstants.uSpecularMaterial = { source->Glossiness, source->SpecularLevel };
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mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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}
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mPushConstants.uLightIndex = mLightIndex;
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@ -516,7 +516,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
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void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
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{
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// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
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FMaterial *mat = FMaterial::ValidateTexture(tex, false);
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FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
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float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
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@ -647,7 +647,7 @@ void VulkanFrameBuffer::CleanForRestart()
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void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->isSWCanvas()) return;
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = mat->isExpanded() ? CTF_Expand : 0;
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@ -112,19 +112,15 @@ void VkHardwareTexture::ResetAllDescriptors()
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VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
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{
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FMaterial *mat = state.mMaterial;
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FTexture *base = state.mMaterial->Source();
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auto base = state.mMaterial->Source();
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int clampmode = state.mClampMode;
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int translation = state.mTranslation;
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if (base->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
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if (base->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
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else if ((base->isWarped() || base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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clampmode = base->GetClampMode(clampmode);
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
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if (base->isHardwareCanvas()) static_cast<FCanvasTexture*>(base)->NeedUpdate();
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for (auto &set : mDescriptorSets)
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{
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if (set.descriptor && set.clampmode == clampmode && set.flags == flags) return set.descriptor.get();
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