Render3D: Make _textureList universal for all 3D renderers.
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1368b2d5c7
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@ -3056,7 +3056,7 @@ Render3DError OpenGLRenderer_1_2::SetupPolygon(const POLY &thePoly)
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Render3DError OpenGLRenderer_1_2::SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
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{
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OpenGLTexture *theTexture = this->_textureList[polyRenderIndex];
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OpenGLTexture *theTexture = (OpenGLTexture *)this->_textureList[polyRenderIndex];
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const NDSTextureFormat packFormat = theTexture->GetPackFormat();
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const OGLRenderRef &OGLRef = *this->ref;
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@ -4650,7 +4650,7 @@ Render3DError OpenGLRenderer_2_0::SetupPolygon(const POLY &thePoly)
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Render3DError OpenGLRenderer_2_0::SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
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{
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OpenGLTexture *theTexture = this->_textureList[polyRenderIndex];
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OpenGLTexture *theTexture = (OpenGLTexture *)this->_textureList[polyRenderIndex];
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const NDSTextureFormat packFormat = theTexture->GetPackFormat();
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const OGLRenderRef &OGLRef = *this->ref;
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@ -611,7 +611,6 @@ protected:
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bool _pixelReadNeedsFinish;
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size_t _currentPolyIndex;
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std::vector<u8> _shadowPolyID;
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OpenGLTexture *_textureList[POLYLIST_SIZE];
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Render3DError FlushFramebuffer(const FragmentColor *__restrict srcFramebuffer, FragmentColor *__restrict dstFramebuffer, u16 *__restrict dstRGBA5551);
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OpenGLTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
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@ -1687,7 +1687,7 @@ Render3DError OpenGLRenderer_3_2::SetupPolygon(const POLY &thePoly)
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Render3DError OpenGLRenderer_3_2::SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
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{
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OpenGLTexture *theTexture = this->_textureList[polyRenderIndex];
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OpenGLTexture *theTexture = (OpenGLTexture *)this->_textureList[polyRenderIndex];
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glBindTexture(GL_TEXTURE_2D, theTexture->GetID());
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@ -345,7 +345,7 @@ public:
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Render3DError SetupTexture(const POLY &thePoly, size_t polyRenderIndex)
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{
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SoftRasterizerTexture *theTexture = this->_softRender->_textureList[polyRenderIndex];
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SoftRasterizerTexture *theTexture = (SoftRasterizerTexture *)this->_softRender->GetTextureByPolygonRenderIndex(polyRenderIndex);
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this->currentTexture = theTexture;
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if (!theTexture->IsSamplingEnabled())
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@ -122,7 +122,6 @@ public:
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FragmentColor toonColor32LUT[32];
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GFX3D_Clipper::TClippedPoly *clippedPolys;
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FragmentAttributesBuffer *_framebufferAttributes;
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SoftRasterizerTexture *_textureList[POLYLIST_SIZE];
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bool polyVisible[POLYLIST_SIZE];
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bool polyBackfacing[POLYLIST_SIZE];
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GFX3D_State *currentRenderState;
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@ -453,6 +453,11 @@ void Render3D::SetTextureProcessingProperties(size_t scalingFactor, bool willDep
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}
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}
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Render3DTexture* Render3D::GetTextureByPolygonRenderIndex(size_t polyRenderIndex) const
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{
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return this->_textureList[polyRenderIndex];
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}
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Render3DError Render3D::BeginRender(const GFX3D &engine)
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{
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return RENDER3DERROR_NOERR;
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@ -162,6 +162,7 @@ protected:
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SSurface _textureDeposterizeDstSurface;
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u32 *_textureUpscaleBuffer;
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Render3DTexture *_textureList[POLYLIST_SIZE];
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CACHE_ALIGN u16 clearImageColor16Buffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
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CACHE_ALIGN u32 clearImageDepthBuffer[GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT];
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@ -230,6 +231,7 @@ public:
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void SetRenderNeedsFinish(const bool renderNeedsFinish);
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void SetTextureProcessingProperties(size_t scalingFactor, bool willDeposterize, bool willSmooth);
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Render3DTexture* GetTextureByPolygonRenderIndex(size_t polyRenderIndex) const;
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};
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#ifdef ENABLE_SSE2
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