jak-project/game/graphics/opengl_renderer/TextureUploadHandler.h

33 lines
1.2 KiB
C++

#pragma once
#include "game/graphics/opengl_renderer/BucketRenderer.h"
#include "game/graphics/opengl_renderer/DirectRenderer.h"
#include "game/graphics/opengl_renderer/TextureAnimator.h"
#include "game/graphics/texture/TexturePool.h"
/*!
* The TextureUploadHandler receives textures uploads in the DMA chain and updates the TexturePool.
* The actual textures are preconverted and provided by the loader, so this just updates tables that
* tell the renderers which OpenGL texture goes with PS2 VRAM addresses.
*/
class TextureUploadHandler : public BucketRenderer {
public:
TextureUploadHandler(const std::string& name,
int my_id,
std::shared_ptr<TextureAnimator> texture_animator,
bool add_direct = false);
void render(DmaFollower& dma, SharedRenderState* render_state, ScopedProfilerNode& prof) override;
void draw_debug_window() override;
private:
struct TextureUpload {
u64 page;
s64 mode;
};
void flush_uploads(std::vector<TextureUpload>& uploads, SharedRenderState* render_state);
bool m_fake_uploads = false;
int m_upload_count = 0;
std::shared_ptr<TextureAnimator> m_texture_animator;
std::unique_ptr<DirectRenderer> m_direct;
};