- 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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