- texture code refactoring to consolidate multiple textures referencing the same backing image.

This commit is contained in:
Christoph Oelckers 2020-04-13 17:05:49 +02:00
commit aeba304715
28 changed files with 160 additions and 128 deletions

View file

@ -109,33 +109,21 @@ void VkHardwareTexture::ResetAllDescriptors()
fb->GetRenderPassManager()->TextureSetPoolReset();
}
void VkHardwareTexture::Precache(FMaterial *mat, int translation, int flags)
{
int numLayers = mat->GetLayers();
GetImage(mat->tex, translation, flags);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;
auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
systex->GetImage(layer, 0, mat->isExpanded() ? CTF_Expand : 0);
}
}
VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &state)
{
FMaterial *mat = state.mMaterial;
FTexture *tex = state.mMaterial->tex;
FTexture *base = state.mMaterial->Source();
int clampmode = state.mClampMode;
int translation = state.mTranslation;
if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (tex->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((tex->isWarped() || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
if (base->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER;
if (base->isHardwareCanvas()) clampmode = CLAMP_CAMTEX;
else if ((base->isWarped() || base->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = state.mMaterial->isExpanded() ? CTF_Expand : 0;
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (base->isHardwareCanvas()) static_cast<FCanvasTexture*>(base)->NeedUpdate();
for (auto &set : mDescriptorSets)
{
@ -152,7 +140,7 @@ VulkanDescriptorSet *VkHardwareTexture::GetDescriptorSet(const FMaterialState &s
VulkanSampler *sampler = fb->GetSamplerManager()->Get(clampmode);
WriteDescriptors update;
update.addCombinedImageSampler(descriptor.get(), 0, GetImage(tex, translation, flags)->View.get(), sampler, mImage.Layout);
update.addCombinedImageSampler(descriptor.get(), 0, GetImage(mat->BaseLayer(), translation, flags)->View.get(), sampler, mImage.Layout);
for (int i = 1; i < numLayers; i++)
{
FTexture *layer;