- got rid of the gl_info substructure in FTexture and moved all elements into the main class.

This commit is contained in:
Christoph Oelckers 2018-04-24 23:51:19 +02:00
commit e24b597ae4
5 changed files with 86 additions and 93 deletions

View file

@ -25,6 +25,7 @@
#include "sbar.h"
#include "stats.h"
#include "r_utility.h"
#include "c_dispatch.h"
#include "hw_ihwtexture.h"
#include "hw_material.h"
@ -103,10 +104,10 @@ IHardwareTexture * FMaterial::ValidateSysTexture(FTexture * tex, bool expand)
{
if (tex && tex->UseType!=ETextureType::Null)
{
IHardwareTexture *gltex = tex->gl_info.SystemTexture[expand];
IHardwareTexture *gltex = tex->SystemTexture[expand];
if (gltex == nullptr)
{
gltex = tex->gl_info.SystemTexture[expand] = screen->CreateHardwareTexture(tex);
gltex = tex->SystemTexture[expand] = screen->CreateHardwareTexture(tex);
}
return gltex;
}
@ -229,7 +230,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
mTextureLayers.ShrinkToFit();
mMaxBound = -1;
mMaterials.Push(this);
tx->gl_info.Material[expanded] = this;
tx->Material[expanded] = this;
if (tx->bHasCanvas) tx->bTranslucent = 0;
}
@ -581,16 +582,16 @@ FMaterial * FMaterial::ValidateTexture(FTexture * tex, bool expand)
again:
if (tex && tex->UseType!=ETextureType::Null)
{
if (tex->gl_info.bNoExpand) expand = false;
if (tex->bNoExpand) expand = false;
FMaterial *gltex = tex->gl_info.Material[expand];
FMaterial *gltex = tex->Material[expand];
if (gltex == NULL)
{
if (expand)
{
if (tex->bWarped || tex->bHasCanvas || tex->shaderindex >= FIRST_USER_SHADER || (tex->shaderindex >= SHADER_Specular && tex->shaderindex <= SHADER_PBRBrightmap))
{
tex->gl_info.bNoExpand = true;
tex->bNoExpand = true;
goto again;
}
if (tex->Brightmap != NULL &&
@ -599,7 +600,7 @@ again:
)
{
// do not expand if the brightmap's size differs.
tex->gl_info.bNoExpand = true;
tex->bNoExpand = true;
goto again;
}
}
@ -634,7 +635,7 @@ void FMaterial::FlushAll()
{
for (int j = 0; j < 2; j++)
{
auto gltex = TexMan.ByIndex(i)->gl_info.SystemTexture[j];
auto gltex = TexMan.ByIndex(i)->SystemTexture[j];
if (gltex != nullptr) gltex->Clean(true);
}
}
@ -650,3 +651,42 @@ void FMaterial::Clean(bool f)
// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
mBaseLayer->Clean(f);
}
//==========================================================================
//
// Prints some texture info
//
//==========================================================================
CCMD(textureinfo)
{
int cntt = 0;
for (int i = 0; i < TexMan.NumTextures(); i++)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->SystemTexture[0] || tex->SystemTexture[1] || tex->Material[0] || tex->Material[1])
{
int lump = tex->GetSourceLump();
Printf(PRINT_LOG, "Texture '%s' (Index %d, Lump %d, Name '%s'):\n", tex->Name.GetChars(), i, lump, Wads.GetLumpFullName(lump));
if (tex->Material[0])
{
Printf(PRINT_LOG, "in use (normal)\n");
}
else if (tex->SystemTexture[0])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
if (tex->Material[1])
{
Printf(PRINT_LOG, "in use (expanded)\n");
}
else if (tex->SystemTexture[1])
{
Printf(PRINT_LOG, "referenced (normal)\n");
}
cntt++;
}
}
Printf(PRINT_LOG, "%d system textures\n", cntt);
}