re3/src/rw/TexturePools.cpp
Sergeanur a259b6b8ab TexturePools
# Conflicts:
#	src/core/Game.cpp
#	src/rw/RwHelper.cpp
2020-12-01 22:54:19 +02:00

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4.2 KiB
C++

#ifndef LIBRW
#include <d3d8.h>
#define WITHD3D
#include "common.h"
#include "TexturePools.h"
// TODO: this needs to be integrated into RW
extern "C" LPDIRECT3DDEVICE8 _RwD3DDevice;
CTexturePool aTexturePools[12];
CPaletteList PaletteList;
int numTexturePools;
int MaxPaletteIndex;
bool bUsePaletteIndex = true;
void
CTexturePool::Create(D3DFORMAT _Format, int _size, uint32 mipmapLevels, int32 numTextures)
{
Format = _Format;
size = _size;
levels = mipmapLevels;
pTextures = new IDirect3DTexture8 *[numTextures];
texturesMax = numTextures;
texturesNum = 0;
texturesUsed = 0;
}
void
CTexturePool::Release()
{
int i = 0;
while (i < texturesNum) {
pTextures[i]->Release();
i++;
}
delete[] pTextures;
pTextures = nil;
texturesNum = 0;
texturesUsed = 0;
}
IDirect3DTexture8 *
CTexturePool::FindTexture()
{
if (texturesNum == 0)
return nil;
texturesUsed--;
return pTextures[--texturesNum];
}
bool
CTexturePool::AddTexture(IDirect3DTexture8 *texture)
{
++texturesUsed;
if (texturesNum >= texturesMax)
return false;
pTextures[texturesNum] = texture;
++texturesNum;
return true;
}
void
CTexturePool::Resize(int numTextures)
{
if (numTextures == texturesMax)
return;
IDirect3DTexture8 **newTextures = new IDirect3DTexture8 *[numTextures];
for (int i = 0; i < texturesNum && i < numTextures; i++)
newTextures[i] = pTextures[i];
if (numTextures < texturesNum) {
for (int i = numTextures; i < texturesNum; i++)
pTextures[i]->Release();
}
delete[] pTextures;
pTextures = newTextures;
texturesMax = numTextures;
}
void
CPaletteList::Alloc(int max)
{
Data = new int[max];
Max = max;
Num = 0;
}
void
CPaletteList::Free()
{
delete[] Data;
Data = nil;
Num = 0;
}
int
CPaletteList::Find()
{
if (Num == 0)
return -1;
return Data[--Num];
}
void
CPaletteList::Add(int item)
{
if (Num < Max)
Data[Num++] = item;
else {
Resize(2 * Max);
Add(item);
}
}
void
CPaletteList::Resize(int max)
{
if (max == Max)
return;
int *newData = new int[4 * max];
for (int i = 0; i < Num && i < max; i++)
newData[i] = Data[i];
delete[] Data;
Data = newData;
Max = max;
}
HRESULT
CreateTexture(int width, int height, int levels, D3DFORMAT Format, IDirect3DTexture8 **texture)
{
if (width == height) {
for (int i = 0; i < numTexturePools; i++) {
if (width != aTexturePools[i].GetSize() && levels == aTexturePools[i].levels && Format == aTexturePools[i].Format)
*texture = aTexturePools[i].FindTexture();
}
}
if (*texture)
return D3D_OK;
else
return _RwD3DDevice->CreateTexture(width, height, levels, 0, Format, D3DPOOL_MANAGED, texture);
}
void
ReleaseTexture(IDirect3DTexture8 *texture)
{
int levels = 1;
if (texture->GetLevelCount() > 1)
levels = 0;
D3DSURFACE_DESC SURFACE_DESC;
texture->GetLevelDesc(0, &SURFACE_DESC);
if (SURFACE_DESC.Width == SURFACE_DESC.Height) {
for (int i = 0; i < numTexturePools; i++) {
if (SURFACE_DESC.Width == aTexturePools[i].GetSize() && SURFACE_DESC.Format == aTexturePools[i].Format && levels == aTexturePools[i].levels) {
if (!aTexturePools[i].AddTexture(texture)) {
if (aTexturePools[i].texturesUsed > 3 * aTexturePools[i].texturesMax / 2) {
aTexturePools[i].Resize(2 * aTexturePools[i].texturesMax);
aTexturePools[i].texturesUsed--;
aTexturePools[i].AddTexture(texture);
} else {
texture->Release();
}
}
return;
}
}
}
if (numTexturePools < 12 && bUsePaletteIndex && levels != 0 && SURFACE_DESC.Width == SURFACE_DESC.Height &&
(SURFACE_DESC.Width == 64 || SURFACE_DESC.Width == 128 || SURFACE_DESC.Width == 256)) {
aTexturePools[numTexturePools].Create(SURFACE_DESC.Format, SURFACE_DESC.Width, 1, 16);
aTexturePools[numTexturePools].AddTexture(texture);
numTexturePools++;
} else
texture->Release();
}
int
FindAvailablePaletteIndex()
{
int index = PaletteList.Find();
if (index == -1)
index = MaxPaletteIndex++;
return index;
}
void
AddAvailablePaletteIndex(int index)
{
if (bUsePaletteIndex)
PaletteList.Add(index);
}
void
_TexturePoolsInitialise()
{
PaletteList.Alloc(100);
MaxPaletteIndex = 0;
}
void
_TexturePoolsShutdown()
{
for (int i = 0; i < numTexturePools; i++)
aTexturePools[i].Release();
numTexturePools = 0;
bUsePaletteIndex = false;
PaletteList.Free();
}
#endif // !LIBRW