- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.

This commit is contained in:
Christoph Oelckers 2020-04-14 00:42:13 +02:00
commit 9593cb56ae
23 changed files with 170 additions and 162 deletions

View file

@ -50,7 +50,6 @@
// Wrappers to keep the definitions of these classes out of here.
void DeleteMaterial(FMaterial* mat);
void DeleteSoftwareTexture(FSoftwareTexture *swtex);
IHardwareTexture* CreateHardwareTexture();
@ -161,7 +160,7 @@ FTexture::~FTexture ()
}
if (SoftwareTexture != nullptr)
{
DeleteSoftwareTexture(SoftwareTexture);
delete SoftwareTexture;
SoftwareTexture = nullptr;
}
}

View file

@ -111,7 +111,6 @@ void FTextureManager::DeleteAll()
// main reason to call this outside of the destruction code.
//
//==========================================================================
void DeleteSoftwareTexture(FSoftwareTexture* swtex);
void FTextureManager::FlushAll()
{
@ -120,7 +119,7 @@ void FTextureManager::FlushAll()
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->CleanHardwareTextures(true, true);
DeleteSoftwareTexture(Textures[i].Texture->SoftwareTexture);
delete Textures[i].Texture->SoftwareTexture;
Textures[i].Texture->SoftwareTexture = nullptr;
}
}

View file

@ -60,7 +60,12 @@ public:
{
return InternalGetTexture(i, animate, true, false);
}
FGameTexture* GameByIndex(int i, bool animate = false)
{
return reinterpret_cast<FGameTexture*>(ByIndex(i, animate));
}
FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);

View file

@ -156,7 +156,12 @@ enum FTextureFormat : uint32_t
TEX_Count
};
class FSoftwareTexture;
class ISoftwareTexture
{
public:
virtual ~ISoftwareTexture() = default;
};
class FGLRenderState;
struct spriteframewithrotate;
@ -226,7 +231,6 @@ class FTexture
friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
friend class FSoftwareTexture;
friend class FWarpTexture;
friend class FMaterial;
friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
@ -275,6 +279,7 @@ public:
bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
int isWarped() const { return bWarped; }
int GetRotations() const { return Rotations; }
float GetShaderSpeed() const { return shaderspeed; }
void SetRotations(int rot) { Rotations = int16_t(rot); }
bool isSprite() const { return UseType == ETextureType::Sprite || UseType == ETextureType::SkinSprite || UseType == ETextureType::Decal; }
@ -301,6 +306,7 @@ public:
int GetSourceLump() const { return SourceLump; }
ETextureType GetUseType() const { return UseType; }
void SetSpeed(float fac) { shaderspeed = fac; }
bool UseWorldPanning() const { return bWorldPanning; }
void SetWorldPanning(bool on) { bWorldPanning = on; }
void SetDisplaySize(int fitwidth, int fitheight);
void SetFrontSkyLayer(bool on = true) { bNoRemap0 = on; }
@ -334,7 +340,14 @@ public:
static PalEntry averageColor(const uint32_t *data, int size, int maxout);
FSoftwareTexture *GetSoftwareTexture();
ISoftwareTexture* GetSoftwareTexture()
{
return SoftwareTexture;
}
void SetSoftwareTextue(ISoftwareTexture* swtex)
{
SoftwareTexture = swtex;
}
protected:
@ -347,7 +360,7 @@ protected:
public:
FHardwareTextureContainer SystemTextures;
protected:
FSoftwareTexture *SoftwareTexture = nullptr;
ISoftwareTexture *SoftwareTexture = nullptr;
// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
@ -568,9 +581,23 @@ public:
int GetDisplayWidth() /*const*/ { return wrapped.GetDisplayWidth(); }
int GetDisplayHeight() /*const*/ { return wrapped.GetDisplayHeight(); }
int GetTexelWidth() /*const*/ { return wrapped.GetTexelWidth(); }
int GetTexelHeight() /*const*/ { return wrapped.GetTexelHeight(); }
int GetTexelLeftOffset(int adjusted) /*const*/ { return wrapped.GetTexelLeftOffset(adjusted); }
int GetTexelTopOffset(int adjusted) /*const*/ { return wrapped.GetTexelTopOffset(adjusted); }
double GetDisplayLeftOffset(int adjusted) /*const*/ { return wrapped.GetDisplayLeftOffsetDouble(adjusted); }
double GetDisplayTopOffset(int adjusted) /*const*/ { return wrapped.GetDisplayTopOffsetDouble(adjusted); }
bool isValid() { return wrapped.isValid(); }
uint16_t GetRotations() { return wrapped.GetRotations(); }
bool isWarped() { return wrapped.isWarped(); }
bool useWorldPanning() { return wrapped.UseWorldPanning(); }
float GetShaderSpeed() const { return wrapped.GetShaderSpeed(); }
uint16_t GetRotations() const { return wrapped.GetRotations(); }
int GetSkyOffset() const { return wrapped.GetSkyOffset(); }
FTextureID GetID() const { return wrapped.GetID(); }
ISoftwareTexture* GetSoftwareTexture() { return wrapped.GetSoftwareTexture(); }
void SetSoftwareTexture(ISoftwareTexture* swtex) { wrapped.SetSoftwareTextue(swtex); }
};