mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
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:
parent
b617caf1d8
commit
3cbdab512d
@ -1,6 +1,7 @@
|
|||||||
#ifndef TEXTURE_G_H
|
#ifndef TEXTURE_G_H
|
||||||
#define TEXTURE_G_H
|
#define TEXTURE_G_H
|
||||||
#include <rtech/ipakfile.h>
|
#include <rtech/ipakfile.h>
|
||||||
|
#include <imaterial.h>
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Structure definitions
|
// Structure definitions
|
||||||
@ -30,8 +31,18 @@
|
|||||||
uint16 streamedTextureIndex;
|
uint16 streamedTextureIndex;
|
||||||
uint8 loadedStreamedMipLevelCount;
|
uint8 loadedStreamedMipLevelCount;
|
||||||
uint8 totalStreamedMipLevelCount; // Does not get set until after RTech::CreateDXTexture.
|
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];
|
uint8 unk5[57];
|
||||||
|
|
||||||
ID3D11Texture2D* pInputTexture;
|
ID3D11Texture2D* pInputTexture;
|
||||||
ID3D11ShaderResourceView* pShaderResourceView;
|
ID3D11ShaderResourceView* pShaderResourceView;
|
||||||
uint8 textureMipLevels;
|
uint8 textureMipLevels;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user