Stop wasting memory on identical textures when texture filtering is disabled

This commit is contained in:
sfan5 2020-05-19 20:45:02 +02:00
parent 732c8008f4
commit c47a680db7

@ -668,7 +668,14 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
return getTexture(name + "^[applyfiltersformesh", id);
static thread_local bool filter_needed =
g_settings->getBool("texture_clean_transparent") ||
((m_setting_trilinear_filter || m_setting_bilinear_filter) &&
g_settings->getS32("texture_min_size") > 1);
// Avoid duplicating texture if it won't actually change
if (filter_needed)
return getTexture(name + "^[applyfiltersformesh", id);
return getTexture(name, id);
}
Palette* TextureSource::getPalette(const std::string &name)
@ -1623,6 +1630,9 @@ bool TextureSource::generateImagePart(std::string part_of_name,
*/
else if (str_starts_with(part_of_name, "[applyfiltersformesh"))
{
/* IMPORTANT: When changing this, getTextureForMesh() needs to be
* updated too. */
// Apply the "clean transparent" filter, if configured.
if (g_settings->getBool("texture_clean_transparent"))
imageCleanTransparent(baseimg, 127);