vkdoom_m/src/rendering/hwrenderer/textures/hw_precache.cpp
2020-04-11 20:20:38 +02:00

289 lines
7.9 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** Texture precaching
**
*/
#include "c_cvars.h"
#include "filesystem.h"
#include "r_data/r_translate.h"
#include "c_dispatch.h"
#include "r_state.h"
#include "actor.h"
#include "r_data/models/models.h"
#include "skyboxtexture.h"
#include "hwrenderer/textures/hw_material.h"
#include "image.h"
#include "v_video.h"
#include "v_font.h"
#include "texturemanager.h"
EXTERN_CVAR(Bool, gl_precache)
//==========================================================================
//
// DFrameBuffer :: PrecacheTexture
//
//==========================================================================
static void PrecacheTexture(FTexture *tex, int cache)
{
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheSprite
//
//==========================================================================
static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
//==========================================================================
//
// DFrameBuffer :: Precache
//
//==========================================================================
void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
uint8_t *modellist = new uint8_t[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// this isn't done by the main code so it needs to be done here first:
// check skybox textures and mark the separate faces as used
for (int i = 0; i<TexMan.NumTextures(); i++)
{
// HIT_Wall must be checked for MBF-style sky transfers.
if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->isSkybox())
{
FSkyBox *sb = static_cast<FSkyBox*>(tex);
for (int i = 0; i<6; i++)
{
if (sb->faces[i])
{
int index = sb->faces[i]->GetID().GetIndex();
texhitlist[index] |= FTextureManager::HIT_Flat;
}
}
}
}
}
// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
auto remap = GPalette.TranslationToTable(GetDefaultByType(cls)->Translation);
int gltrans = remap == nullptr ? 0 : remap->Index;
for (unsigned i = 0; i < cls->GetStateCount(); i++)
{
auto &state = cls->GetStates()[i];
spritelist[state.sprite].Insert(gltrans, true);
FSpriteModelFrame * smf = FindModelFrame(cls, state.sprite, state.Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
{
if (smf->skinIDs[i].isValid())
{
texhitlist[smf->skinIDs[i].GetIndex()] |= FTextureManager::HIT_Flat;
}
else if (smf->modelIDs[i] != -1)
{
Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
}
if (smf->modelIDs[i] != -1)
{
modellist[smf->modelIDs[i]] = 1;
}
}
}
}
}
// mark all sprite textures belonging to the marked sprites.
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i].CountUsed())
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
FTextureID pic = frame->Texture[k];
if (pic.isValid())
{
spritehitlist[pic.GetIndex()] = &spritelist[i];
}
}
}
}
}
// delete everything unused before creating any new resources to avoid memory usage peaks.
// delete unused models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
TMap<FTexture *, bool> usedTextures, usedSprites;
screen->StartPrecaching();
int cnt = TexMan.NumTextures();
// prepare the textures for precaching. First collect all used layer textures so that we know which ones should not be deleted.
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
FMaterial *mat = FMaterial::ValidateTexture(tex, false, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
{
usedTextures.Insert(ftex, true);
}
}
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
{
usedSprites.Insert(ftex, true);
}
}
}
}
}
// delete unused textures (i.e. those which didn't get referenced by any material in the cache list.
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
{
if (usedTextures.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(true, false);
}
if (usedSprites.CheckKey(tex) == nullptr)
{
tex->SystemTextures.Clean(false, true);
}
}
}
if (gl_precache)
{
cycle_t precache;
precache.Reset();
precache.Clock();
FImageSource::BeginPrecaching();
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr && tex->GetImage() != nullptr)
{
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
if (tex->GetImage() && tex->SystemTextures.GetHardwareTexture(0, false) == nullptr)
{
FImageSource::RegisterForPrecache(tex->GetImage(), V_IsTrueColor());
}
}
// Only register untranslated sprites. Translated ones are very unlikely to require data that can be reused.
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CheckKey(0))
{
FImageSource::RegisterForPrecache(tex->GetImage(), V_IsTrueColor());
}
}
}
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
PrecacheTexture(tex, texhitlist[i]);
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
PrecacheSprite(tex, *spritehitlist[i]);
}
}
}
FImageSource::EndPrecaching();
// cache all used models
FModelRenderer *renderer = screen->CreateModelRenderer(-1);
for (unsigned i = 0; i < Models.Size(); i++)
{
if (modellist[i])
Models[i]->BuildVertexBuffer(renderer);
}
delete renderer;
precache.Unclock();
DPrintf(DMSG_NOTIFY, "Textures precached in %.3f ms\n", precache.TimeMS());
}
delete[] spritehitlist;
delete[] spritelist;
delete[] modellist;
}