- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.
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73b4fbe861
commit
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23 changed files with 170 additions and 162 deletions
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@ -38,18 +38,9 @@
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#include "bitmap.h"
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#include "m_alloc.h"
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#include "imagehelpers.h"
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#include "texturemanager.h"
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FSoftwareTexture *FTexture::GetSoftwareTexture()
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{
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if (!SoftwareTexture)
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{
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if (bHasCanvas) SoftwareTexture = new FSWCanvasTexture(this);
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else if (bWarped) SoftwareTexture = new FWarpTexture(this, bWarped);
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else SoftwareTexture = new FSoftwareTexture(this);
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}
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return SoftwareTexture;
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}
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//==========================================================================
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//
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@ -57,16 +48,19 @@ FSoftwareTexture *FTexture::GetSoftwareTexture()
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//
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//==========================================================================
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FSoftwareTexture::FSoftwareTexture(FTexture *tex)
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FSoftwareTexture::FSoftwareTexture(FGameTexture *tex)
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{
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mTexture = tex;
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mSource = tex;
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mSource = tex->GetTexture();
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mBufferFlags = CTF_ProcessData;
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auto info = tex->CreateTexBuffer(0, CTF_CheckOnly| mBufferFlags);
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// calculate the real size after running the scaler.
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auto info = mSource->CreateTexBuffer(0, CTF_CheckOnly| mBufferFlags);
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mPhysicalWidth = info.mWidth;
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mPhysicalHeight = info.mHeight;
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mPhysicalScale = tex->Width > 0? mPhysicalWidth / tex->Width : mPhysicalWidth;
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mPhysicalScale = tex->GetTexelWidth() > 0 ? mPhysicalWidth / tex->GetTexelWidth() : mPhysicalWidth;
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Scale.X = (double)tex->GetTexelWidth() / tex->GetDisplayWidth();
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Scale.Y = (double)tex->GetTexelHeight() / tex->GetDisplayHeight();
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CalcBitSize();
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}
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@ -119,7 +113,7 @@ const uint8_t *FSoftwareTexture::GetPixels(int style)
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}
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else
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{
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auto tempbuffer = mTexture->CreateTexBuffer(0, mBufferFlags);
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auto tempbuffer = mSource->CreateTexBuffer(0, mBufferFlags);
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Pixels.Resize(GetPhysicalWidth()*GetPhysicalHeight());
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PalEntry *pe = (PalEntry*)tempbuffer.mBuffer;
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if (!style)
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@ -159,12 +153,12 @@ const uint32_t *FSoftwareTexture::GetPixelsBgra()
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{
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if (mPhysicalScale == 1)
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{
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FBitmap bitmap = mTexture->GetBgraBitmap(nullptr);
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FBitmap bitmap = mSource->GetBgraBitmap(nullptr);
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GenerateBgraFromBitmap(bitmap);
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}
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else
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{
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auto tempbuffer = mTexture->CreateTexBuffer(0, mBufferFlags);
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auto tempbuffer = mSource->CreateTexBuffer(0, mBufferFlags);
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CreatePixelsBgraWithMipmaps();
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PalEntry *pe = (PalEntry*)tempbuffer.mBuffer;
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for (int y = 0; y < GetPhysicalHeight(); y++)
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@ -263,7 +257,7 @@ FSoftwareTextureSpan **FSoftwareTexture::CreateSpans (const T *pixels)
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{
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FSoftwareTextureSpan **spans, *span;
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if (!mTexture->isMasked())
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if (!mSource->isMasked())
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{ // Texture does not have holes, so it can use a simpler span structure
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spans = (FSoftwareTextureSpan **)M_Malloc (sizeof(FSoftwareTextureSpan*)*GetPhysicalWidth() + sizeof(FSoftwareTextureSpan)*2);
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span = (FSoftwareTextureSpan *)&spans[GetPhysicalWidth()];
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@ -598,8 +592,28 @@ void FSoftwareTexture::FreeAllSpans()
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}
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}
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void DeleteSoftwareTexture(FSoftwareTexture* swtex)
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FSoftwareTexture* GetSoftwareTexture(FGameTexture* tex)
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{
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delete swtex;
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FSoftwareTexture* SoftwareTexture = static_cast<FSoftwareTexture*>(tex->GetSoftwareTexture());
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if (!SoftwareTexture)
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{
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auto source = tex->GetTexture();
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if (source->isCanvas()) SoftwareTexture = new FSWCanvasTexture(tex);
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else if (tex->isWarped()) SoftwareTexture = new FWarpTexture(tex, tex->isWarped());
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else SoftwareTexture = new FSoftwareTexture(tex);
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tex->SetSoftwareTexture(SoftwareTexture);
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}
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return SoftwareTexture;
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}
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FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat, bool allownull)
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{
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auto tex = TexMan.GetPalettedTexture(texid, true);
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if (checkcompat && tex && tex->isValid() && checkcompat->i_compatflags & COMPATF_MASKEDMIDTEX)
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{
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tex = tex->GetRawTexture();
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}
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FSoftwareTexture* pic = tex && (allownull || tex->isValid()) ? GetSoftwareTexture(reinterpret_cast<FGameTexture*>(tex)) : nullptr;
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return pic;
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}
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@ -12,14 +12,15 @@ struct FSoftwareTextureSpan
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// For now this is just a minimal wrapper around FTexture. Once the software renderer no longer accesses FTexture directly, it is time for cleaning up.
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class FSoftwareTexture
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class FSoftwareTexture : public ISoftwareTexture
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{
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protected:
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FTexture *mTexture;
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FGameTexture *mTexture;
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FTexture *mSource;
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TArray<uint8_t> Pixels;
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TArray<uint32_t> PixelsBgra;
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FSoftwareTextureSpan **Spandata[3] = { };
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DVector2 Scale;
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uint8_t WidthBits = 0, HeightBits = 0;
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uint16_t WidthMask = 0;
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int mPhysicalWidth, mPhysicalHeight;
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@ -32,14 +33,14 @@ protected:
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void CalcBitSize();
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public:
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FSoftwareTexture(FTexture *tex);
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FSoftwareTexture(FGameTexture *tex);
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virtual ~FSoftwareTexture()
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{
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FreeAllSpans();
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}
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FTexture *GetTexture() const
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FGameTexture *GetTexture() const
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{
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return mTexture;
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}
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@ -47,32 +48,33 @@ public:
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// The feature from hell... :(
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bool useWorldPanning(FLevelLocals *Level) const
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{
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return mTexture->bWorldPanning || (Level->flags3 & LEVEL3_FORCEWORLDPANNING);
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return mTexture->useWorldPanning() || (Level->flags3 & LEVEL3_FORCEWORLDPANNING);
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}
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bool isMasked()
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{
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return mTexture->bMasked;
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return mSource->isMasked();
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}
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uint16_t GetRotations() const
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{
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return mTexture->GetRotations();
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}
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int GetSkyOffset() const { return mTexture->GetSkyOffset(); }
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PalEntry GetSkyCapColor(bool bottom) const { return mTexture->GetSkyCapColor(bottom); }
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PalEntry GetSkyCapColor(bool bottom) const { return mSource->GetSkyCapColor(bottom); }
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int GetWidth () { return mTexture->GetTexelWidth(); }
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int GetHeight () { return mTexture->GetTexelHeight(); }
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int GetWidthBits() { return WidthBits; }
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int GetHeightBits() { return HeightBits; }
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int GetScaledWidth () { return mTexture->GetScaledWidth(); }
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int GetScaledHeight () { return mTexture->GetScaledHeight(); }
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double GetScaledWidthDouble () { return mTexture->GetScaledWidthDouble(); }
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double GetScaledHeightDouble () { return mTexture->GetScaledHeightDouble(); }
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int GetScaledWidth () { return mTexture->GetDisplayWidth(); }
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int GetScaledHeight () { return mTexture->GetDisplayHeight(); }
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// Now with improved offset adjustment.
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int GetLeftOffset(int adjusted) { return mTexture->GetLeftOffset(adjusted); }
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int GetTopOffset(int adjusted) { return mTexture->GetTopOffset(adjusted); }
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int GetScaledLeftOffset (int adjusted) { return mTexture->GetScaledLeftOffset(adjusted); }
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int GetScaledTopOffset (int adjusted) { return mTexture->GetScaledTopOffset(adjusted); }
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int GetLeftOffset(int adjusted) { return mTexture->GetTexelLeftOffset(adjusted); }
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int GetTopOffset(int adjusted) { return mTexture->GetTexelTopOffset(adjusted); }
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// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
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// should use these, so that if changes are needed, this is the only place to edit.
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@ -80,16 +82,10 @@ public:
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// For the original software renderer
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int GetLeftOffsetSW() { return GetLeftOffset(r_spriteadjustSW); }
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int GetTopOffsetSW() { return GetTopOffset(r_spriteadjustSW); }
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int GetScaledLeftOffsetSW() { return GetScaledLeftOffset(r_spriteadjustSW); }
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int GetScaledTopOffsetSW() { return GetScaledTopOffset(r_spriteadjustSW); }
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double GetScaledLeftOffsetSW() { return mTexture->GetDisplayLeftOffset(r_spriteadjustSW); }
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double GetScaledTopOffsetSW() { return mTexture->GetDisplayTopOffset(r_spriteadjustSW); }
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// For the softpoly renderer, in case it wants adjustment
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int GetLeftOffsetPo() { return GetLeftOffset(r_spriteadjustSW); }
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int GetTopOffsetPo() { return GetTopOffset(r_spriteadjustSW); }
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int GetScaledLeftOffsetPo() { return GetScaledLeftOffset(r_spriteadjustSW); }
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int GetScaledTopOffsetPo() { return GetScaledTopOffset(r_spriteadjustSW); }
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DVector2 GetScale() const { return mTexture->Scale; }
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DVector2 GetScale() const { return Scale; }
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int GetPhysicalWidth() { return mPhysicalWidth; }
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int GetPhysicalHeight() { return mPhysicalHeight; }
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int GetPhysicalScale() const { return mPhysicalScale; }
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@ -157,7 +153,7 @@ class FWarpTexture : public FSoftwareTexture
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int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
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public:
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FWarpTexture (FTexture *source, int warptype);
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FWarpTexture (FGameTexture *source, int warptype);
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const uint32_t *GetPixelsBgra() override;
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const uint8_t *GetPixels(int style) override;
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@ -180,7 +176,7 @@ class FSWCanvasTexture : public FSoftwareTexture
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public:
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FSWCanvasTexture(FTexture *source) : FSoftwareTexture(source) {}
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FSWCanvasTexture(FGameTexture *source) : FSoftwareTexture(source) {}
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~FSWCanvasTexture();
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// Returns the whole texture, stored in column-major order
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@ -195,3 +191,6 @@ public:
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bool Mipmapped() override { return false; }
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};
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FSoftwareTexture* GetSoftwareTexture(FGameTexture* tex);
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FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat = nullptr, bool allownull = false);
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@ -64,7 +64,7 @@ FSWCanvasTexture::~FSWCanvasTexture()
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const uint8_t *FSWCanvasTexture::GetPixels(int style)
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{
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static_cast<FCanvasTexture*>(mTexture)->NeedUpdate();
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static_cast<FCanvasTexture*>(mSource)->NeedUpdate();
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if (Canvas == nullptr)
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{
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MakeTexture();
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@ -81,7 +81,7 @@ const uint8_t *FSWCanvasTexture::GetPixels(int style)
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const uint32_t *FSWCanvasTexture::GetPixelsBgra()
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{
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static_cast<FCanvasTexture*>(mTexture)->NeedUpdate();
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static_cast<FCanvasTexture*>(mSource)->NeedUpdate();
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if (CanvasBgra == nullptr)
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{
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MakeTextureBgra();
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@ -181,5 +181,5 @@ void FSWCanvasTexture::UpdatePixels(bool truecolor)
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ImageHelpers::FlipNonSquareBlockRemap(Pixels.Data(), Canvas->GetPixels(), GetWidth(), GetHeight(), Canvas->GetPitch(), GPalette.Remap);
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}
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static_cast<FCanvasTexture*>(mTexture)->SetUpdated(false);
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static_cast<FCanvasTexture*>(mSource)->SetUpdated(false);
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}
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@ -44,7 +44,7 @@ EXTERN_CVAR(Int, gl_texture_hqresizemult)
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EXTERN_CVAR(Int, gl_texture_hqresizemode)
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EXTERN_CVAR(Int, gl_texture_hqresize_targets)
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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FWarpTexture::FWarpTexture (FGameTexture *source, int warptype)
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: FSoftwareTexture (source)
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{
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if (warptype == 2) SetupMultipliers(256, 128);
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@ -69,7 +69,7 @@ const uint32_t *FWarpTexture::GetPixelsBgra()
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auto otherpix = FSoftwareTexture::GetPixelsBgra();
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WarpedPixelsRgba.Resize(unsigned(GetWidth() * GetHeight() * resizeMult * resizeMult * 4 / 3 + 1));
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WarpBuffer(WarpedPixelsRgba.Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
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WarpBuffer(WarpedPixelsRgba.Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->GetShaderSpeed(), bWarped);
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GenerateBgraMipmapsFast();
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FreeAllSpans();
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GenTime[2] = time;
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@ -90,7 +90,7 @@ const uint8_t *FWarpTexture::GetPixels(int index)
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const uint8_t *otherpix = FSoftwareTexture::GetPixels(index);
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WarpedPixels[index].Resize(unsigned(GetWidth() * GetHeight() * resizeMult * resizeMult));
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WarpBuffer(WarpedPixels[index].Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->shaderspeed, bWarped);
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WarpBuffer(WarpedPixels[index].Data(), otherpix, int(GetWidth() * resizeMult), int(GetHeight() * resizeMult), WidthOffsetMultiplier, HeightOffsetMultiplier, time, mTexture->GetShaderSpeed(), bWarped);
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FreeAllSpans();
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GenTime[index] = time;
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}
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