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

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862 B
C++

#pragma once
#include "game/graphics/opengl_renderer/BucketRenderer.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, BucketId my_id);
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;
};