RenderSystem: reverse engineer more of 'TextureAsset_s'

Reversed the last used frame (last time the texture was accumulated), and the last time the texture was credited. Also reversed the actual histogram bin fields; in Apex Legends there is a new one for the GPU driven texture streaming system.
This commit is contained in:
Kawe Mazidjatari 2025-01-06 17:09:14 +01:00
parent b617caf1d8
commit 3cbdab512d

View File

@ -1,6 +1,7 @@
#ifndef TEXTURE_G_H
#define TEXTURE_G_H
#include <rtech/ipakfile.h>
#include <imaterial.h>
//-----------------------------------------------------------------------------
// Structure definitions
@ -30,8 +31,18 @@
uint16 streamedTextureIndex;
uint8 loadedStreamedMipLevelCount;
uint8 totalStreamedMipLevelCount; // Does not get set until after RTech::CreateDXTexture.
uint8 unk4[228];
int lastUsedFrame;
int lastFrame;
int unknown;
float accumStreamDB[MATERIAL_HISTOGRAM_BIN_COUNT];
float accumGPUDriven[MATERIAL_HISTOGRAM_BIN_COUNT];
char unk_84[88];
uint8 unk5[57];
ID3D11Texture2D* pInputTexture;
ID3D11ShaderResourceView* pShaderResourceView;
uint8 textureMipLevels;