- removed the intermediate FGLTexture class.

This wasn't serving any real purpose anymore, and all its remaining functionality could be moved to FHardwareTexture
This commit is contained in:
Christoph Oelckers 2018-04-24 20:41:52 +02:00
commit c37ff22a05
11 changed files with 166 additions and 294 deletions

View file

@ -26,13 +26,11 @@
#include "sbar.h"
#include "stats.h"
#include "r_utility.h"
#include "textures/warpbuffer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/shaders/gl_shader.h"
EXTERN_CVAR(Bool, gl_render_precise)
@ -40,185 +38,6 @@ EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool, gl_precache)
EXTERN_CVAR(Bool, gl_texture_usehires)
//===========================================================================
//
// The GL texture maintenance class
//
//===========================================================================
//===========================================================================
//
// Constructor
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
{
assert(tx->gl_info.SystemTexture[expandpatches] == NULL);
tex = tx;
mHwTexture = NULL;
lastSampler = 254;
lastTranslation = -1;
tex->gl_info.SystemTexture[expandpatches] = this;
}
//===========================================================================
//
// Constructor 2 for the SW framebuffer which provides its own hardware texture.
//
//===========================================================================
FGLTexture::FGLTexture(FTexture * tx, FHardwareTexture *hwtex)
{
assert(tx->gl_info.SystemTexture[0] == NULL);
tex = tx;
mHwTexture = hwtex;
lastSampler = 254;
lastTranslation = -1;
tex->gl_info.SystemTexture[0] = this;
}
//===========================================================================
//
// Destructor
//
//===========================================================================
FGLTexture::~FGLTexture()
{
Clean(true);
for (auto & i : tex->gl_info.SystemTexture) if (i == this) i = nullptr;
}
//===========================================================================
//
// Deletes all allocated resources
//
//===========================================================================
void FGLTexture::Clean(bool all)
{
if (mHwTexture != nullptr)
{
if (!all) mHwTexture->Clean(false);
else
{
delete mHwTexture;
mHwTexture = nullptr;
}
lastSampler = 253;
lastTranslation = -1;
}
}
void FGLTexture::CleanUnused(SpriteHits &usedtranslations)
{
if (mHwTexture != nullptr)
{
mHwTexture->CleanUnused(usedtranslations);
lastSampler = 253;
lastTranslation = -1;
}
}
//===========================================================================
//
// Create hardware texture for world use
//
//===========================================================================
FHardwareTexture *FGLTexture::CreateHwTexture()
{
if (tex->UseType==ETextureType::Null) return NULL; // Cannot register a NULL texture
if (mHwTexture == NULL)
{
mHwTexture = new FHardwareTexture(tex->bNoCompress);
}
return mHwTexture;
}
//===========================================================================
//
// Binds a texture to the renderer
//
//===========================================================================
bool FGLTexture::Bind(int texunit, int clampmode, int translation, int flags)
{
int usebright = false;
if (translation <= 0)
{
translation = -translation;
}
else
{
auto remap = TranslationToTable(translation);
translation = remap == nullptr ? 0 : remap->GetUniqueIndex();
}
bool needmipmap = (clampmode <= CLAMP_XY);
FHardwareTexture *hwtex = CreateHwTexture();
if (hwtex)
{
// Texture has become invalid
if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified(DefaultRenderStyle()))
{
Clean(true);
hwtex = CreateHwTexture();
}
// Bind it to the system.
if (!hwtex->Bind(texunit, translation, needmipmap))
{
int w=0, h=0;
// Create this texture
unsigned char * buffer = nullptr;
if (!tex->bHasCanvas)
{
buffer = tex->CreateTexBuffer(translation, w, h, flags | CTF_ProcessData);
if (tex->bWarped && gl.legacyMode && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
{
// need to do software warping
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
unsigned char *warpbuffer = new unsigned char[w*h*4];
WarpBuffer((uint32_t*)warpbuffer, (const uint32_t*)buffer, w, h, wt->WidthOffsetMultiplier, wt->HeightOffsetMultiplier, screen->FrameTime, wt->Speed, tex->bWarped);
delete[] buffer;
buffer = warpbuffer;
wt->GenTime[0] = screen->FrameTime;
}
}
else
{
w = tex->GetWidth();
h = tex->GetHeight();
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
{
// could not create texture
delete[] buffer;
return false;
}
delete[] buffer;
}
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
if (translation != lastTranslation) lastSampler = 254;
if (lastSampler != clampmode)
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
lastTranslation = translation;
return true;
}
return false;
}
//===========================================================================
//
//
@ -288,18 +107,18 @@ float FTexCoordInfo::TextureAdjustWidth() const
//
//
//===========================================================================
FGLTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
FHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=ETextureType::Null)
{
FGLTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == NULL)
FHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
if (gltex == nullptr)
{
gltex = new FGLTexture(tex, expand);
gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
}
return gltex;
}
return NULL;
return nullptr;
}
//===========================================================================
@ -625,7 +444,7 @@ void FMaterial::Bind(int clampmode, int translation)
// Textures that are already scaled in the texture lump will not get replaced by hires textures.
int flags = mExpanded? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY)? CTF_CheckHires : 0;
if (mBaseLayer->Bind(0, clampmode, translation, flags))
if (mBaseLayer->BindOrCreate(tex, 0, clampmode, translation, flags))
{
for(unsigned i=0;i<mTextureLayers.Size();i++)
{
@ -634,13 +453,13 @@ void FMaterial::Bind(int clampmode, int translation)
{
FTextureID id = mTextureLayers[i].texture->id;
layer = TexMan(id);
ValidateSysTexture(layer, mExpanded);
}
else
{
layer = mTextureLayers[i].texture;
}
layer->gl_info.SystemTexture[mExpanded]->Bind(i+1, clampmode, 0, 0);
auto systex = ValidateSysTexture(layer, mExpanded);
systex->BindOrCreate(layer, i+1, clampmode, 0, 0);
maxbound = i+1;
}
}
@ -730,7 +549,6 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
{
if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
{
FTexture *tex = mBaseLayer->tex;
*pAreas = tex->areas;
return tex->areacount;
}
@ -748,14 +566,14 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
void FMaterial::BindToFrameBuffer()
{
if (mBaseLayer->mHwTexture == NULL)
if (mBaseLayer == nullptr)
{
// must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, 0);
mBaseLayer->BindOrCreate(tex, 0, 0, 0, 0);
FHardwareTexture::Unbind(0);
ClearLastTexture();
}
mBaseLayer->mHwTexture->BindToFrameBuffer(mWidth, mHeight);
mBaseLayer->BindToFrameBuffer(mWidth, mHeight);
}
//==========================================================================
@ -823,8 +641,8 @@ void FMaterial::FlushAll()
{
for (int j = 0; j < 2; j++)
{
FGLTexture *gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
if (gltex != NULL) gltex->Clean(true);
auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
if (gltex != nullptr) gltex->Clean(true);
}
}
}