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https://git.code.sf.net/p/quake/newtree
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don't unroll the resaple loops manually. causes segs for < 4 pixel output
textures (now 2x2 and 1x1 will work. 0x0 is just ignored)
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de79e1433d
commit
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1 changed files with 4 additions and 14 deletions
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@ -1042,15 +1042,9 @@ GL_ResampleTexture (unsigned int *in, int inwidth, int inheight,
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j += 4) {
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for (j = 0; j < outwidth; j ++) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 1] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 2] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 3] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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@ -1069,19 +1063,15 @@ GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight,
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unsigned char *inrow;
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unsigned int frac, fracstep;
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if (!outwidth || !outheight)
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return;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j += 4) {
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for (j = 0; j < outwidth; j ++) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 1] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 2] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 3] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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