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- Added padding around packed textures to compensate for apparent NVidia
texture coordinate imprecision. SVN r1988 (trunk)
This commit is contained in:
parent
51eb6465a2
commit
2b5f765982
2 changed files with 57 additions and 7 deletions
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@ -1,3 +1,7 @@
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November 18, 2009
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- Added padding around packed textures to compensate for apparent NVidia
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texture coordinate imprecision.
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November 17, 2009
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- Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
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* Looping sounds that have been playing for a very long time, were evicted,
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@ -3,7 +3,7 @@
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** Code to let ZDoom use Direct3D 9 as a simple framebuffer
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** Copyright 1998-2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -96,6 +96,9 @@ struct D3DFB::PackedTexture
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// Texture coordinates for this image
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float Left, Top, Right, Bottom;
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// Texture has extra space on the border?
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bool Padded;
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};
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struct D3DFB::PackingTexture
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@ -1830,9 +1833,12 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
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bestpack = new PackingTexture(this, w, h, format);
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bestpack->OneUse = true;
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bestbox = bestpack->GetBestFit(w, h, area);
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bestbox->Padded = false;
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}
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else
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{ // Try to find space in an existing packing texture.
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w += 2; // Add padding
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h += 2;
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int bestarea = INT_MAX;
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int bestareaever = w * h;
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bestpack = NULL;
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@ -1861,6 +1867,7 @@ D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3D
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bestpack = new PackingTexture(this, 256, 256, format);
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bestbox = bestpack->GetBestFit(w, h, bestarea);
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}
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bestbox->Padded = true;
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}
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bestpack->AllocateImage(bestbox, w, h);
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return bestbox;
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@ -1990,10 +1997,10 @@ void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int
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box->Area.right = box->Area.left + w;
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box->Area.bottom = box->Area.top + h;
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box->Left = float(box->Area.left) / Width;
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box->Right = float(box->Area.right) / Width;
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box->Top = float(box->Area.top) / Height;
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box->Bottom = float(box->Area.bottom) / Height;
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box->Left = float(box->Area.left + box->Padded) / Width;
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box->Right = float(box->Area.right - box->Padded) / Width;
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box->Top = float(box->Area.top + box->Padded) / Height;
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box->Bottom = float(box->Area.bottom - box->Padded) / Height;
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// Remove it from the empty list.
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*(box->Prev) = box->Next;
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@ -2012,7 +2019,6 @@ void D3DFB::PackingTexture::AllocateImage(D3DFB::PackedTexture *box, int w, int
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box->Prev = &UsedList;
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// If we didn't use the whole box, split the remainder into the empty list.
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if (box->Area.bottom + 7 < start.bottom && box->Area.right + 7 < start.right)
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{
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// Split like this:
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@ -2236,6 +2242,7 @@ bool D3DTex::CheckWrapping(bool wrapping)
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// If it needs to wrap, then it can't be packed inside another texture.
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return Box->Owner->OneUse;
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}
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//==========================================================================
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//
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// D3DTex :: Create
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@ -2280,6 +2287,7 @@ bool D3DTex::Update()
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT lrect;
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RECT rect;
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BYTE *dest;
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assert(Box != NULL);
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assert(Box->Owner != NULL);
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@ -2295,7 +2303,45 @@ bool D3DTex::Update()
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{
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return false;
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}
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GameTex->FillBuffer((BYTE *)lrect.pBits, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
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dest = (BYTE *)lrect.pBits;
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if (Box->Padded)
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{
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dest += lrect.Pitch + (desc.Format == D3DFMT_L8 ? 1 : 4);
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}
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GameTex->FillBuffer(dest, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
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if (Box->Padded)
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{
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// Clear top padding row.
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dest = (BYTE *)lrect.pBits;
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int numbytes = GameTex->GetWidth() + 2;
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if (desc.Format != D3DFMT_L8)
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{
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numbytes <<= 2;
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}
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memset(dest, 0, numbytes);
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dest += lrect.Pitch;
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// Clear left and right padding columns.
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if (desc.Format == D3DFMT_L8)
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{
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for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
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{
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dest[0] = 0;
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dest[numbytes-1] = 0;
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dest += lrect.Pitch;
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}
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}
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else
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{
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for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
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{
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*(DWORD *)dest = 0;
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*(DWORD *)(dest + numbytes - 4) = 0;
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dest += lrect.Pitch;
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}
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}
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// Clear bottom padding row.
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memset(dest, 0, numbytes);
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}
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Box->Owner->Tex->UnlockRect(0);
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return true;
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}
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