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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Direct 3D Texture Cache
*/
#ifndef TexDX9_h
#define TexDX9_h
#include "Bitmap.h"
// +--------------------------------------------------------------------+
class Video;
class VideoDX9;
class Bitmap;
struct VD3D_texture_format;
// +--------------------------------------------------------------------+
struct TexCacheDX9Entry
{
TexCacheDX9Entry() : bitmap_id(0), texture(0), used_last(0),
last_modified(0), normal(false) { }
void Release();
void Unload();
HANDLE bitmap_id;
IDirect3DTexture9* texture;
DWORD used_last;
DWORD last_modified;
bool normal;
};
// +--------------------------------------------------------------------+
class TexCacheDX9
{
public:
TexCacheDX9(VideoDX9* video);
virtual ~TexCacheDX9();
void FrameNumber(int n) { frame_number = n; }
IDirect3DTexture9* FindTexture(Bitmap* bmp);
IDirect3DTexture9* FindNormalMap(Bitmap* bmp, float amp=1);
bool LoadTexture(Bitmap* bmp, TexCacheDX9Entry* entry);
void InvalidateCache();
int count;
private:
int FreeLRU(int tries=4);
int FreeUpCache();
void CreateNormalMap(int index, float amp=1);
VideoDX9* video;
IDirect3D9* d3d;
IDirect3DDevice9* d3ddevice;
DWORD vidmem;
int bad_frame;
DWORD frame_number;
int mru;
TexCacheDX9Entry* cache;
};
#endif // TexDX9_h
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