- 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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21 changed files with 91 additions and 103 deletions
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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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