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initial rain material optimizations

This commit is contained in:
Wls50
2025-11-23 10:39:56 +01:00
committed by Hirek
parent 593a8a288f
commit 90538c8878
7 changed files with 44 additions and 25 deletions

View File

@@ -1004,19 +1004,23 @@ material_handle NvRenderer::Fetch_Material(std::string const &Filename,
auto texture_manager = GetTextureManager();
for (int i = 0; i < material_template->m_texture_bindings.size(); ++i) {
const auto &[key, sampler_key, hint, m_default_texture] =
material_template->m_texture_bindings[i];
const auto &binding = material_template->m_texture_bindings[i];
auto handle = texture_manager->FetchTexture(
static_cast<std::string>(adapter.GetTexturePathForEntry(key)), hint,
adapter.GetTextureSizeBiasForEntry(key), true);
static_cast<std::string>(
adapter.GetTexturePathForEntry(binding.m_name)),
binding.m_hint, adapter.GetTextureSizeBiasForEntry(binding.m_name),
true);
cache.m_texture_handles[i] = handle;
cache.RegisterTexture(key.c_str(), handle);
cache.RegisterResource(false, sampler_key.c_str(),
auto traits = texture_manager->GetTraits(handle);
traits[MaTextureTraits_NoFilter] = binding.disable_filter;
traits[MaTextureTraits_NoAnisotropy] = binding.disable_anisotropy;
traits[MaTextureTraits_NoMipBias] = binding.disable_mip_bias;
cache.RegisterTexture(binding.m_name.c_str(), handle);
cache.RegisterResource(false, binding.m_sampler_name.c_str(),
texture_manager->GetSamplerForTraits(
texture_manager->GetTraits(handle),
NvRenderer::RenderPassType::Deferred),
traits, RenderPassType::Deferred),
nvrhi::ResourceType::Sampler);
if (key == cache.m_template->m_masked_shadow_texture &&
if (binding.m_name == cache.m_template->m_masked_shadow_texture &&
texture_manager->IsValidHandle(handle)) {
cache.m_masked_shadow =
texture_manager->GetTexture(handle)->m_has_alpha;